Hello and welcome to measure objects and meshed data.
In this video we're going to start creating our chess board itself.
We're going to replace a cube at mesh objects mesh data and you'll see how that can be very useful later
on.
And we're going to demonstrate the grid mesh option too.
So with that in mind as hop straight on over in a blender.
Okay so here we are over in blender I'm just going to rejigger my screen ever so slightly so we can
see the outliner because that's where I want to pay attention to first.
We've got three objects in our scene one of which is a mesh object and we can see that with the icon
against the cube.
Now if we click the little plus next to cube we will see that it's got some meshed data and against
that mesh data.
There is a material and against that material there is potentially a texture as well.
And these are all different types of data blocks in a blender and we'll discuss that in much further
detail later on in the course.
But suffice to say at the moment we just need to concern ourselves with the fact that when we're in
object mode we're manipulating the objects themselves and will we're in edit mode.
We're editing the mesh data of that object.
So in this particular case I could go ahead and delete that meche data and then you'll have a mesh object
called cube with mesh data that's completely void It's got nothing in hits associated with that mesh
object.
Now incidentally if we are in edit mode of mesh object you can continue adding further meshes so I can
add a Taurus and put it over there in notice.
At the moment I can select the individual vertices Well I can add in an ecosphere and pop it over there
and I can let's just add in one more for the sake of it.
There we go we've got a normal uep there now as we're adding these things in.
I would just add another one because I can't demonstrate what I want to demonstrate as I'm adding them
in if we take a look at the.
Operator panel down in the lower right we will see that it does give us an opportunity to adjust the
number of vertices for something all or whatever you happen to be making.
The options will be there of course what as soon as I moved one of these the operator panel this appeared
if I wanted to change the number of sides this has this particular cylinder I would have to go ahead
and either delete it or manually modify it.
And I'm not going to do that.
This is just for an example.
So now when we zoom out a little and come out of edit mode and back into object mode we noticed we still
got a mesh object called CUPE.
Well that's no good and all sorted shapes so ungrammatical this shapes for the moment.
Again good with naming names things as you change them and keep them appropriate.
Now if we actually go down to the Properties window itself and again I'm going to pull this out ever
so slightly so we can focus on it a little more.
You've got a load of different types of options that you can look at the properties for.
Now there are two in particular.
There's the object properties and then there's the data properties.
And we've got the object properties which is just the golden or orange cube there.
And we can see its name shapes.
I can edit the Nane there and let's call its shape and you'll notice that the name changes in the hierarch
in the outline at the top as well.
They are the same entity.
Now we've got other options like the object the mesh objects location rotation scale.
So this is yet another place as well as the end of the properties panel that you can change these settings
as we see here.
I'm now moving the object properties in the properties panel and it's updating but it's also Or it also
can be done down here as well.
Now the mesh data itself we can see that if we go along just a couple we get that triangle symbol again
if we click on that we see the mesh data itself.
Now mesh data can be shared as well.
And sometimes you will see extra numbers on the end of this name.
Here obviously we've got it caught.
Q At the moment so I can change that to shapes and be really detailed in my naming and this shapes is
all of the mesh information that's part of this mesh object.
Now you can't have more than one and mesh data against one mesh object at that point you'd have another
mesh object.
Now where does this all lead us to.
I hear you cry.
Well at this point we can take over that is replace the mesh data of this particular mesh object with
some new mesh data.
And we're going to do a grid to do that.
I know it's going to be a chessboard of course.
Now I know some of you will be screaming.
Mike why don't you just add a grid from the beginning.
Well you can do that but of course we are developing skills here that we can use in multiple situations
and there will be the time where you want to enter a mesh object and add further mesh data to it or
even change that mesh data in Founder the name it straightaway because I know what I'm going to do this
is going to be my chess board says add that in now.
And the mesh data itself.
And I can name it here as well as up here is going to be the chess board.
I know that straight away.
Now while some in edit mode I'm going to hit the A key once will d select and then once again will select
everything and to hit the x key and delete everything that's in there.
Now that I've done that I can go ahead and add a grid.
If we go up to the top here we see grid and we get a grid appearing.
Now I can't see what's going on at the moment of zoom in and let's just have a look at the options so
we've got a grid and we're not going to touch anything else at the moment because we need to look in
the operator panel.
We've got x subdivision's and Y subdivisions.
Well in general you'll find that there is going to be one less than whatever these subdivisions are
when we come to counting these.
So we go through year 1 2 3 4 5 6 7 8 9.
So there are nine squares on the y axis.
Yet it says 10 if we go down to nine we get eight and so forth and so forth.
Okay.
So now we've got essentially what would be the chessboard.
I hear you ask why do we need to do anything else because we can go through in just colour in the multiple
squares.
Well that would be specific to this particular project.
However I'm going to envisage there being many many more squares the colorin than just the all.
How many were the big 64 four thirty two it wouldn't take too long to colour in 32 squares.
Black so that we have our black and white squares.
I don't want to do that.
I want to use a combination of a ray modifiers and what we've got in front of us.
So that's this is mimicking a much more complex project.
So first of all let's get this divided up as we want.
So I'm going to go right down to two subdivision's which is the lowest you can go.
And also thinking about how we've decided to scale our entire project I'm going to set the radius here
as six.
And that should zoom all the way out.
Now let's have a look.
We should be able to select four individual faces if we've got some subdivisions note that needs to
be up to the re.
There we go.
So we've now got our four faces that we can repeat again and again and again using an array modifier.
So there we go the basic grid is all made up now in edit mode.
I can go to face select and select the individual faces there.
And this is the basis that we can now build up a chequered board of any size.
The fact that we're going for a chessboard of course is neither here nor there.
And of course this leads us up to a nice challenge.
I'd like you to finish the board.
So first of all create a white material and a black material and apply those materials to the board
then go ahead to use to array modifiers you can do them together or individually to create the rest
of the board.
Now apply those modifiers as you'd go.
Or a D you can apply them all at the end.
That's up to you.
Finally don't worry about the board not being centred.
We're going to be dealing with that in the next lecture.
Bulls video now and give that a go.
Okay guys.
Welcome back.
Let's hop over into blender.
So we have our two by two grid here.
Let's go ahead and create our two materials.
First of all so I'm going to go over to this propertys panel over here and go to the middle cereal type.
So I'm going to create our first mateer In fact there's already one hears I'm going to call this white
square.
Excellent.
And just make sure down here it is set to bright white as white as it can bossily be now going to go
to face select mode and select these two other faces here and create another material.
And you've guessed it we're going to call it black square.
Now that we've got those two made and I've also got to change the albino sign the material and then
change the diffuse colour here and get a ramp all the way down to complete black.
Excellent.
So those are materials made and in fact that's are objects or someone to hop back into object mode because
we're going to apply a modifier.
So we've got our starting grid going so we're going to have to create one modifier first of all one
that's going to be a repeat four times.
So we're going to create an array modifier and we can have them next to each other so a relative offset
and force.
There we go one two three four.
That's great.
And I'm going to copy the modify and of course it's going to apply four of those as well.
We don't want that in this case we want a relative offset.
The other direction.
So in Y by one and we can keep it to four as well.
There we go at Saag grid up really quickly.
Now the great thing about using this array modifier and we can see there are two here array one and
array two or array and array not point not one and because it's an array when we go back to our original
mesh and change anything it will propagate or cross our entire board so we wouldn't have to modify all
the squares individually.
Very very powerful.
Right.
So the final thing to do here is just apply are array modifiers So I'm going to apply that one.
And finally apply this one.
So now we've changed our mesh about that's great so we've made our chess board.
How did you guys get on.
Please share in the discussions and I'll see you in the next lecture.