WEBVTT

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Welcome to creating a backdrop in this video we're going to decide on a scale of our project that we're

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working on.

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We're going to create a basic environment for our lamp.

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So up until this point we've just been making models in isolation.

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I suppose the chess set the pieces had an environment to be in which was the chess board but the chess

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set itself didn't really have.

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It wasn't on a table in a room etc..

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So we're going to create an environment for our lamp to be in and we're going to run through a couple

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of options with that and you can pick either one.

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This is an artistic choice rather than an exact choice of right or wrong you can do whatever you like

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you can even produce some steps if you like but I'm going to keep it simple in this.

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So let's hop over into blender.

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So in blender we've got our default cube here and we don't want this what we want to do is get rid of

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that so we will go ahead and delete that from our scene.

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After we've removed the default key you will want to add ourselves a plane.

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Now notice the 3D cursor is all the way up here.

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So I'm going to recentre that first with shift and see.

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There we go.

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So now that these 3D cursor is there we can add ourselves a plane and just kind of scale that up so

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it's nice and large so we can work on it.

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Now when we position our lamp and move it later on Im literally going to is going to be a 3D object.

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But thinking ahead we're just going to move it along a three a 2D path we're probably going to move

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along the x axis and make it hop or something along there and worked out the moves Yes.

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So that's a basic flaw but of course it's a basic flaw.

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We don't want a basic floor we want an environment for it to be in.

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So the next thing we can do is just grab this and edge over here so hop into edit mode and select this

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edge here.

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I'm going to extrude on the z axis and just lift that up.

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Now that produces a lovely corner for us to work on.

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Now with corn as you generally get some harsh shadows Let's quickly hop over into rendered mode and

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just see how that's going to come out.

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You can see as well hopefully you can see his bit dark around here.

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But there's a harsh line there.

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And your gent generally gets shadows casting against that.

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And though usually be quite harsh.

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So that helps define an edge of a room.

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However if you wanted it to be a bit smoother then we can have what's almost like a studio backdrop

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and a simple way of doing that is using the bevelled so however we're going to beville it slightly differently

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we're not just going to bevell this edge here we're going to add another one along this x axis so if

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we select Well if we do control and are and pop a loop cuts along here and just shift that back ever

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so slightly maybe to blend the units one two we can see on the grid they're only roughly It doesn't

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matter at this stage the exact thing and we can alter this later on.

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Whilst we're here I'm going to rename our plane back drop must be consistent with this.

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Now when we select this edge here we can go and bevel that with control and be.

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And as you can see there the reason why when we've put this line in here and the reason that lines there

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is because the bevel all stop at that point.

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Excellent.

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So then we can add a couple of segments.

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Doesn't matter how many.

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That's probably enough.

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Hop back over into object mode and set it to smooth shading and it looks pretty smooth there.

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And although the renderer Isn't that great at the moment.

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If we move around in rended mode that looks pretty smooth to me as well.

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Of course if you need it higher more geometry then you can add a few more cuts.

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But I think that's absolutely fine.

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So the final thing to decide here is scale that we're working on now if I hop back on over into just

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solid render this backdrop is infinitely scalable now so we can select that any time and just scale

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it along its x axis and drag it out infinitely.

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So that's absolutely fine.

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But the scale off the lamp itself.

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Now I think we should work with the lamp to one blender unit.

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It's going to be a big lamp.

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If that was a real a real lamp that would be approximately one meter across.

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But again I like dealing with whole numbers and I think one's a great starting point for it.

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And then at the end once we've produced it if we wanted it to have a let's say 30 centimetre base rather

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than a meter base then we can just scale it down by a factor of point three and the whole lamp would

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reduce down to the appropriate size.

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Since we're not dealing with physics or anything along those that at the moment its physicality its

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size its weight etc. dont really matter as long as we get the impression that its a lamp and its animating

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we stick to the core principles that were going to be working on I think a base of one would be brilliant.

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So well go for that.

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And now I have got a challenge for you.

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Okay guys it's Challenge time.

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I would like you to create your stage.

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So go ahead and create a backdrop ready for the lamp.

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Now you can choose whether to have a sharp corner.

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You can make it a bit more funky if you want but do keep where the lamp is moving absolutely flat.

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Add in a place holder primitive Just so you can get an idea of scale within there just leave it as a

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default one radius for the moment.

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Okay.

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Hop over into blender.

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Give it a go now pause a video and I will see you in a second.

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Okay guys.

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Welcome back.

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Let's finish off our stage so let's hop back over into blender.

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So I'm quite happy with the stage that I already have here.

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I am going to make it just a little bit wider so I am doing and skate along the x axis by to some jazz

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can make it twice as wide so I know that if we look at it from an angle it would probably going to be

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okay.

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So let's add in our place holder so I'm going to add in all lots of choices here a cylinder or a cone.

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So which one of these Shall I go for Eeny Meeny M.O..

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Oh a cone.

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Oh that sounds good to me.

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So we're going to have the lift back out to the floor.

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It's got a depth of two so let's lift it up on the z axis by one.

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There we go.

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So that's definitely on the floor now.

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And finally we just need to make sure that one blender units across and not to because it's got a radius

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of one.

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It's actually going to be two across a radius of point five that sorted that out.

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Now Kate let's just see how that looks in rendered mode take it through to their ex.

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That's not very good lighting at the moment I think in the next lecture.

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We can sort that out.

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So how did you guys get on.

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What sort of background did you go for.

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Share in the discussions and I will see you in the next lecture.
