WEBVTT

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Welcome to you v unwrapping and texture mapping.

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In this video you will understand an image texture replaces the colour of a material.

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You'll learn how to unwrap part of a mesh and apply the texture to it.

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So let's get straight on over in a blender.

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Right so over in blender The first thing I'm going to do is just bring up the node editor here.

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Right.

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So on the left hand side of this no.

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Ed we're going to introduce a texture some of them a go at.

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And good texture.

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And we want an image texture.

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You could also go shift day and search for Image texture.

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Of course go to texture and image texture.

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I'm just gonna pop that there and I'm going to link straightaway the colour to colour and the colour

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down here as well.

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So that means that the image texture is going to control the colour of these two shaders.

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Now it would be nice to see if what's actually going on over here on the material to have you can see

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it's on this bright magenta this bright pink.

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And generally we know texture is assigned.

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That's the colour it goes.

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So let's bring this back down a little here so we can still see the note.

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And we'll switch to the 3-d view and change it to rended modes.

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I can just see what's going on.

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Okay.

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Brilliant.

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So we've got ourselves a pink eye.

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Now you may want that type of I but I actually want to apply my image to it so I'm going to go to open.

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I'm going to find the iris I made earlier.

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Well in fact we made earlier and opened up your one eye open in my chair and it goes black.

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So of course the first question is well why isn't it applied.

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It's not going to work yet because we haven't map it.

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So let's go ahead and do that now.

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So I'm going to pull down this area over on the left.

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I'm happy with the outliner itself.

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So I'm going to go down here and switch this to the image editor you ve an image editor.

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Then.

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And in here I'm also going to open up.

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Our Iris So that's loaded up there.

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Now the final thing to do is select what we want to be mapped to this image whilst it's open.

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So over in the 3-d editor window I'm going to switch back to solid mode.

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No changed my mind.

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Probably material no texture.

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Yes we can actually see it here.

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Okay so I need these three rings here selected so I'm going to get back to solid mode and using in face

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select I'm going to use oltz to and shift because I want extra rings selected.

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There we go.

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So these face loops have been selected.

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Now I need to go and press the UKI or you can go to mesh on a 3D Ed header bar and go to UVA unwrap

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and you'll get the same menu for you V mapping.

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And we want to unwrap them click unwrap and we can see over on the image editor on their right hand

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side here.

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We've got that mesh the area that we've selected appears on top of our image here.

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Brilliant.

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So we hop over into rendered mode.

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We can see that we've got ourselves in Iris.

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And if we go over to this image editor we can scale this in and we can scale it out.

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All of we keep scaling it out we get a very funky.

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Am I going on I don't want that so let's bring it back in almost there.

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As you can see you can play with this to your heart's content.

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I actually quite like it's low down here because it's got that extra ring going around it so there's

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lots of options you can do to play with that.

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And we've got Tom selves a pretty good looking guy as always.

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Let's go and render the final image as well and see how that's looking.

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There's a few extra steps to the high.

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It's not glossy enough at the moment.

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So in a challenge in a few moments there we go.

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That's an awesome looking.

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I'm much better than that plain orange.

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So let's go ahead and add one final challenge to make this a nice and complete.

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Okay so your challenge add a lens to the eye.

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So we're going to create a lens and I suggest a duplicating the iris and the pupil part of the mesh

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and separating it immediately into a separate object.

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Assign a glass shade to this new object and sets the wire to around one point four but do feel free

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to experiment with this.

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I've found one point for works rather well.

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Recess the iris and pupil ever so slightly.

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Otherwise the two meshes will be touching one another and it will look horrible.

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And another thing you could do is pull out the lens further from the eye.

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I suggest using proportional editing for this and try to remember not to pull the actual lens fully

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from the eye.

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Otherwise it'll look more like a contact lens rather than part of the self.

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Now finally set up a new cam camera zoomed into the rabbit's eye and share that render in the discussions

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pause a video an arm and give that a go.

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Okay guys.

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Welcome back.

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Let's add a lens to our rabbit's eye.

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Right so the eye is coming along lovely here so let's add a lens to it so we need to go back over to

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the 3D view.

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An unknown to struggle for a bit space here.

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Let's set this the solid mode.

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So I will want this front bit here selected as well so I'm going to use circle select in order to do

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that.

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So that's the iris part.

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And the people parts select and we can just confirm that it be rendered or material or textual mode

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that's all there we can see what's going on.

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So back home it's a solid mode now I've done that.

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I'm going to duplicate that straightaway and then separate it as a new object so it can see a shift

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and we will duplicate it and I'm going to hit P immediately to separate it by selection.

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Excellent.

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So now if we are we don't have an outliner anymore.

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Let's bring back our outliner.

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Okay so now under the rabbit mash we've got eyes and eyes 001 and I'm going to call this lens so we

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can carry on with it.

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Now the lens itself we can assign a material to it straight away.

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So let's go and remove eyeball iris and pupil from this particular lens.

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A new material.

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And I'm going to call it lens.

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And down here I'm on a set it's to a glossy know you want glass shade up just underneath.

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So already I know are of one point forty five am good at a lower that down to one point four and I'm

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going to leave for roughness zero.

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Otherwise it would look bad and this colour I'm going to make sure it is pure white.

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Which is not quite.

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But now it is excellent.

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So now we've done that so let's just render Well let's go in to.

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Viewport shading rendered.

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Okay.

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That's not quite right at the moment because the two meshes exist on top of one another really.

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We don't want that.

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So we need to lower the eyeball itself or actually push out the lens.

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In fact in this case I'm going to do both.

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So let's go back over to the eyes themselves.

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Switch back into solid mode over into edit mode and let's grab.

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I'm going to add a loop.

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Cut him first then I'm going to turn texture back answers here.

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So I'm going to add at the loop come but right up against here which would generate an edge on top of

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an edge but it will enable me to just move back the whole top bit here quite easily.

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So control an R for loop cuts here.

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And now the slide between medium but it up against this edge here and now when we go into phase selects

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we will see.

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Let's go back to solid mode that we've got these dots going around here.

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And that means that basically there's two edges on top of one another and there's an infinitesimal small

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face along there so let's go ahead and select all these top so I'm going to move around here and using

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circle select on and to make that circle a little bit bigger.

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And I need to select a little bit more going round here being nice and slow with it so I get all of

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the bits I want.

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Excellent.

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And I need to move that backwards ever so slightly so let's just move our ball around.

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Perfect.

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And I'm going to grab it and move it.

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But I'm going to hit Z and then Z once more to move it in and out.

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And I'm literally going to move it back ever so slightly as inside our model and I switching to wireframe

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mode you can see a bit more detail of what's going on there.

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That looks good to me.

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In fact that may be a little bit too much.

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Not sure.

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Let's see how it works out.

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Let's go to our lens and we're going to do a similar thing here so let's hop in to edit mode.

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Without wireframe on so I can see what's going on and I am literally going to select this centre bits

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here.

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But not the extra bits just remove those with the middle mouse button.

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Now I've selected that I can do a similar thing as I did before grab and z z but I don't want this sharp

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cone coming out so I'm going to stop doing that and turn on proportional editing down here and enable

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it.

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And let's grab a move that's now at the moment.

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That means that the proportional editing circle is far far too large.

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So I'm just going to use a scroll wheel there we go.

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It's come back down.

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I do not want to move this base.

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It's going around here.

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I don't want to move that away from our eye.

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Otherwise it would look very odd.

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So they on to move that far.

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Even so I want here to go z and z.

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It's coming out in the right direction.

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And probably to about there.

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Excellent.

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So let's see how that's looking that's go over to rent mode and have a look.

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That is looking much better.

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Excellent.

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So there's a couple of final things to do here.

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We need to set up our camera so little to borrow another camera I'm going to borrow a 35 mil one.

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And it's hidden at the moment so I won't be able to duplicate it whilst it's hidden so let's hide it

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and duplicate it.

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Excellent.

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I'm going to name that.

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I can so I know which one it is.

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Excellent.

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Right.

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Let's go round.

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Let's set the active object as that camera and lock for camera to view in the properties here.

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And let's now zoom in and round in and here.

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That's probably a little bit too close.

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No.

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That will do.

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I'm happy with that.

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And let's just render the image and see what we've got so far.

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Okay that is looking pretty good.

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If a little bit noisy.

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And of course the noise level here is simply the number of samples we've got.

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So let's go to our random settings here and I'm going to up in sampling.

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I'm going to ah it's only at 10.

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That's why.

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So I'm going to.

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Up to 100 for the moment.

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That might be a little high but I really want to see what the details are going to come out like.

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And further down here I've just one when that was actually rendering there and it is the tile size.

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Once you get used to blend yours go oh that's a bit too big so I'm going to lower that down since I'm

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on a C P U.

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I know that it works really well with 16 and 16 16 and 16 so that's render that once more.

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And hopefully this time we'll get a better impression of the actual quality especially when the samples

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have gone up tenfold.

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So here we go much less noise we can see already in the reflections themselves.

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I'll look at that that's absolutely crazy towards the top here in the rabbits I work because we've now

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put the lens on top.

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We're actually getting a reflection of the eye socket itself and at the top here that looks like a reflection

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of the rabbit's ear as well.

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So obviously when we're this close it starts to highlight some possible problems like the skin tone

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of the rabbit may change that to be slightly less pink.

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And I think to make it a bit more natural but we've got a really nice looking I hear and obviously you

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can play about with the type of Iris that you've gone for on your app.

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I'm quite happy with this dark dark rabbits I hear after looking at reference material that seems to

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be pretty accurate and this is looking really really nice.

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I'm going to stop the end of their gaze.

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I don't really need to see much more of it.

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And I just click the little cross at the top here and I'm going to save that image because I'm really

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happy with that so I'm going to save as image and I'm going to pop here.

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I close up.

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There we go.

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And save that image.

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Excellent.

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How did you guys get on.

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I'd love to see how your eyes are coming along.

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It's really detailed now it's really coming along really nicely.

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And we're going to start working with the rest of the scene very shortly so please share it in the discussions

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and I will see you guys in the next lecture.
