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Welcome to Appending or Duplicating!

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So in this video we're going to learn when you would duplicate

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an asset model and choose when appending would

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be better. So Duplicating vs Appending!

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So when you append another .blend file into a

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brand new .blend file or another one that you're working on, appending picks

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out key parts of a .blend file, so you can pick the object,

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materials, the textures, any other of the scene

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information but you bring them in one by one, so other scene data

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would have to be appended separately. Now, with

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duplicating, as the word suggests, would be exactly

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the same as the original file, with everything

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intact. It's essentially the same starting

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file both times. So there are times when you would duplicate,

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and there are times when you would append, depending on your circumstances,

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certainly after you are dealing with only a very basic

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level, at the moment. If you're dealing with more than

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two separate objects, separate .blend files, and you're

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moving them all into one scene, then you're certainly going to need to

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append, at that point.; you can't just keep duplicating because that's it, you've got the original scene.

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So I'd like you to create the rest of the pawn! So

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duplicate the base piece .blend file. So we're not going to

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append it, and the reason why we're going to duplicate is so we preserve

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that background image that we've put in place, so that later on,

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in a few moments, we can create the rest of the pawn against that material.

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So make sure you're working on the new .blend file that you've created, so you

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want to name it, straight away, and recommend a sphere for

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the top of the pawn, rather than doing it any other way. Finally, complete

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that pawn and share it with us in the discussions! Pause the video

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now, and give that a go!

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OK guys, welcome back! Let's hop straight on over

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into Blender!

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So here we are in Blender, and I am going

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to go and open up the Chess Piece Base that we've been working on.

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There we go! Brilliant! So I'm going to duplicate

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this file, rather than append it, and the main reason

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for that, more than anything else, is our reference

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material is already placed in this scene. So if we move

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around to the Front and pop it into

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Orthographic projection.

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There we go! [Laughs] And turn up the Opacity of our image,

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I almost lost it there, then, we can see our pawn is

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ready there for us. Now, if we were to append it into a new piece,

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we'd also have to append this background image and adjust it again

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to fit our current base, and we certainly don't want to do that,

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at the moment, since it's already there. So I'm going to go to File and

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Save As, and I'm just going to call this Chess

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and then change it to Pawn. There we go!

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So Save As Blender File, and I'm just going to check at the top, Chess Pawn.

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Brilliant! So we're working on a brand new file now, so the

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first thing I'm going to do is grab the very top of this

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and simply extrude it up. So hopping into Edit

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Mode, I'm going to grab that surface face at the

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top there, pop straight back around here, and raise it

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all the way up to there. Brilliant! I'm just going to add

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some loop cuts in, I'm not quite sure how many I want. There's a nice curve

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there, I'm going to need a few towards the top, that'll do for the

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moment, I can work on the rest. So that will slope down to about there. Then,

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it comes in and there's a lot of detail here, so I'm going to select a loop

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edge there and bring this up. And I'm going to bring this other one up

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really close, as well, just so I can add

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more detail there. We may need to adjust things as we go, anyway.

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And finally, I'm just going to lift this one, select that loop

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there, edge loop there, move it up to roughly the middle

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of this and just scale it into roughly the right

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place. I'm going to zoom into our model and pan

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up. I'm going to move this one and this one, at the same time,

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inwards, so remember to hold down Shift when you're selecting

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multiples of anything. I'm just going to scale them both

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in to roughly the right place. I'm going to grab

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this edge loop here, move it down slightly. I'm just trying to

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match up the photo the best I can and move that bit out,

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and that's absolutely fine! I just need to scale this

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top one in a little. In fact, I want a little

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resting place for where the sphere will meet, so I'm not going to

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scale it into an absolute point, but I'm going to scale it in quite a bit,

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probably to there. Now, this is obviously quite jagged,

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so there's a couple of options we can do in there. I'm going to add

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a bevel in here, just to smooth it out a little bit.

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Now, it's just going to be about that much of a bevel, and there we

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go! So that produces a nice smooth curve around there! Now, this one

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is very pointy, and we may have to play with it quite a bit

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to get it how we want it. I certainly

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want one line through the middle, whatever happens,

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and I can't really go any further than that, so I think I'm going to have to

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add in some extra geometry, before we do this. So let's add in

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another loop cut up here

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and scale that out slightly

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and add another loop cut underneath and scale that

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out, as well, so then, it's not quite so

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blocky. I'm just going to lift this up for no

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other reasons than ease of use. So I'm going to pop that pretty much

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in the middle, and then, I'm going to select all of these

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edge loops, there and there, and apply

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a bevel to that, as well. Not much but

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just enough to smooth that out. And of course, what I haven't

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been doing is hopping quickly on over into Object Mode. I'm just going to

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turn... I don't need to turn that off, just to see how that's looking!

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And I'm actually quite hoppy, happy, with how that's

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looking, at the moment! So we just need to concentrate on the sphere that goes on top.

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So let's move quickly around into Front

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View again, and we're going to create a sphere. Now, I'm going to create it as a separate

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object. Now, that's important because that will allow us to mate

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these two surfaces together, if they're all one mesh, that can be quite

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difficult. So I'm going to go Shift A,

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Add a Mesh, and Add a UV Sphere. I'm going to move

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that up and place it roughly on there,

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and I'm going to have to scale that down. I'm literally using the image as

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pure reference material here, to get the sizes as close

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as I care to make them. Now, there's obviously a difference here, so what we're

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going to do, at this point, is go and I'm going to

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hide the Image, by just rotating away slightly. And this might be

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a little fiddly but I'm going to turn on the Snap and

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Face, and I'm simply going to move our

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sphere down on top of this face. So I'm going to hit the

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G Key and press Z to lock it on the Z axis

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and literally just move it down, level with that face, and you can see it snapping

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straight in and flipping around. I can see that's touching perfectly!

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So one final thing that I do want to do, to make this thing just

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a little neater is, I'm going to now turn off

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our reference material. In fact, I could

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delete it... Nooo, I'll probably just turn it off! So we've got

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this point here, nothing in real life would ever exist like that, it can't

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possibly just come to an infinitely small point. So I'm

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going to hop into Edit Mode on our sphere, grab this

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edge loop that runs around the bottom of our

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sphere, and literally lower that

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down, so it snaps onto the face, as well. So we're still on the Snapping Tool

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here, which is great! We don't need to turn it off, unless you're going to press G, because we're moving

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that set, and I'm going to press Z, because I only want it to move

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up and down. I'm simply going to lower that onto this face, and there

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we go, it snaps straight away! So then, when we view it from the side, we can see

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there's a good contact point. Now, I'm going to

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go straight back to this bit here, and I'm just going to move

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this top bit in. So I'm going to go into Edit Mode, because I do want it to match,

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and I'm going to select this top edge loop,

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in edge select. And I'm not going to do it to Face, I'm going to

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try and do it to Vertex and see if we can match one of these ones coming in. So I'm just

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going to scale it in, see if we can snap that edge, so it's a nice, smooth,

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curve going in. And I'm just going to add

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another edge loop here and scale it out, so it's just not quite

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as slanted going in. Alright, I

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like that lots, there's a slight difference here. We are still dealing with

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two models, so the first thing I am going to do is combine

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these together. So I'm going to select, hop into Object Mode,

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and then, I'm going to make sure I've got both selected,

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and I'm going to go down to Object and Join

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or Control and J. I'd forgotten what the shortcut was! Good

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job, I knew where the menu option was. So we're dealing with objects and we're

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going to join them together and that makes them one mesh. And of course, they're called

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Sphere, which is no good anymore, so I'm simply going to call it

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Pawn because I'm happy with that. And as we

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can see here, this one hasn't got the smooth shading applied to it yet,

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so over, making sure you're in Object Mode, over in the Tool

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Shelf I'm simply going to click on smooth shading, so it's just a bit easier on the

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eye, as I go around. Excellent! So we've got our basic pawn

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piece complete. Excellent! How did you guys do? Please

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share your results in the discussions! Brilliant! Well done for getting this far,

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and I shall see you in the next lecture!

