WEBVTT

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Welcome to using our building blocks in this video.

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You set your commit message before working.

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And that's important because that allows us to focus on the work that we're doing.

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It also means that we won't slip out of what we want to do and end up doing lots of other things.

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It also means when we need to go back in time if we need to go back in time in the future that we've

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got a precise location we know what we did at that point in time we're going to start building your

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building and that's very important we've got these assets that we've made the wall the doorway the window

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etc. but we haven't used them in anything at the moment so it's not a good idea to produce a load of

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those into you seen their real effect.

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When you brought them into a model and start assembling them not very lean if we produced tons of stuff

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and haven't used it yet but we've only got a few items it's a good time now to bring them in and start

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noticing a few issues and working out a way around them things we need to correct things we need to

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modify.

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So let's go explore this now and hop straight on over in a blender.

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Okay so of course before we hop straight into blender we need to make sure we're focussed on what we're

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doing so let's go ahead and click on commit.

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Now there's going to be nothing to commit at the moment unless you've changed something in your working

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folder.

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However I haven't said there's nothing to commit that's absolutely fine.

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I'm going to go to my commit message down the bottom here and I'm going to paste in the title of the

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one I'm working which is using our building blocks and I'm going to put in testing as well.

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Just to make sure we know that we're testing the project here.

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Now I can't click commit or anything that's just ready to go in a bit.

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I'm going to minimize that and put it out of the way for the moment.

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I've gone ahead and opened up a brand new blender file and I'm going to remove the cube from the scene

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because it bears no relevance unless leave the camera and the basic lighting because we can use that

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for testing.

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So we're going to be spending all of these objects will go on to linking them in a bit.

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Because that's got some additional benefits to it.

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But just to get a feel about what we're doing is just gonna spend them in and we can see the short cut

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there is shift an EF 1.

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So we go ahead and press shift and EF 1 we can start importing now.

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I'm going to have to navigate to my assets PAC.

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I'm not going to bring in many at this point.

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I just want a feel of what's going on.

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So when I go to my meshes I'm going to bring in a square not the square detail just the plain old square

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so square object and the square mash and I would shift an EF 1 again.

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Again you can go through the menu system if you want.

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I'm going to bring in the doors because that's quite a useful one to work with.

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And finally I'm going to bring in the window as well and I've got two choices of windows so I balked

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that one out.

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I'm going to bring in the one detail because then I'm going to have to rotate it at some point.

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Now that we've got V's into our scene what we can start doing is moving them about now.

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One of the things to bear in mind is a quick glance at the outliner at the moment.

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We've only got three or mesh objects in there but when we start duplicating and moving and all that

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sort of stuff to produce are our building we'll see in a moment that that starts to get very messy and

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very complicated and difficult to navigate.

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So it's all so worthwhile.

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Before you start doing this not afterwards because it becomes a pain to do afterwards but before doing

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this we actually create ourselves in empty and it doesn't matter which one of these you choose I'm going

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to choose a plain axis and I'm going to cool it all under no room test for the moment and then everything

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can be linked to that empty.

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And when I reproduce or duplicate something I'm going to make sure it's added to the room test.

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So let's go ahead and start playing with these things straightaway now instead of just grabbing them

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and moving them about because we've made them out of whole blender units.

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It's very easy to quickly make something up.

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So I'm going to make sure that the snapping tool is turned on that we've got the snapping set.

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So the type increment which is the bottom one of that list.

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And now we can just literally move things in increments of whole blending units which is very powerful.

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Since we've got things set up like that.

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So I've got this basic thing here let's make a let's keep moving it I'm going to make an eight by four

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room I think there's eight by four or soon find out.

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So I've got a window on the end and a door and I'm going to duplicate by holding down shift than day.

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Not not necessarily linked duplicates because I may want to make these independent.

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So in this case it doesn't really matter and I'm going to place it there quickly and rotate it on was

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z axis by 90.

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Now I've got a particular direction where this is the outside and this is the inside.

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So this is going to have to be moved to over here brilliant So let's move that up and across to there.

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I'm going to duplicate that again and lock it to the y axis and place it where I need it.

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Finally I'm going to grab both of them and Jube placate again.

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Just check checketts duplicated rotate it on the z axis by 180 and then I can quickly shift it over

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here and a long to there.

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Now we can already see there's going to be a few issues.

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These corners don't mine up and there's a couple of choices as to what we can do here.

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Am I going to put the floor in first hand and make sure that it works.

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Now the floors a little high so I've got to make a note here that the floor needs to be dropped down

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so every time I import a particular floor piece it sits below the floor or everything else sits above.

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I think it's easier if we make the floor piece sits below.

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So I'm going to move them all well.

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I'll move it first so move in the z axis.

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By mine this amp that point to fry fix so that should put it at the base.

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And again you can use an array modifier for this.

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If you would like to but I'm very quickly just building this up haven't saved yet.

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But that's okay.

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Then thing I'd lose too much of my day.

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If a blender decided to crash.

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Now we can see there that it's gone underneath our our piece here.

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No that's not a particular problem because that's nice it lines up nice and flush.

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But you can see in certain other places let's just pull it back slightly This is a great example here

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so we got the door here.

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If we wanted to use this externally as well as internally we can see that these pieces don't quite line

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up.

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So there's a couple of things.

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Can do here.

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I can make sure that all of my wall polices also go down by point to five so that sorts out that and

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then they sit nice and flush.

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I can make sure all of my wall pieces extend by point to.

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But hang on a minute.

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Which piece do I want.

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It doesn't end up very modular.

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If I have to keep adding and moving and picking certain window sizes that are an end piece or a beginning

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piece what would be easier is if there was another piece that fills in these gaps.

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So a for by this is four across Isn't it so a 4 by point twenty five pillar could sit in there and then

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we can make a decision here as to whether or not we go all the way down and that would be three point

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twenty five in height.

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So we got prehaps some extra pieces to make we could fill that gap in exactly or even make a corner

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P So an L shaped corner piece and that might actually be more practical than just a thin sliver to sit

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inside the wall or even both to give us more options.

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But you can see the power of that straight away that we've mocked up a basic room in a matter of seconds

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from pieces.

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Now obviously this is a series of pieces all strapped together and it looks like a series of pieces

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all strapped together because we've not got much variety.

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But as soon as we get a bit more variety in there we can start playing now because all of these pieces

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before we duplicated them were underneath the empty.

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Imagine if they weren't going to have them move them all individuals point because they were underneath

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that empty.

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We've now got a nice clean hierarchy we've got this single room and then we can move the single room

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by just moving there empty that everything's parentage to.

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So it's very important just like setting the commit message before starting your project so you remain

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focussed on what you're doing.

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That we start doing the actual hierarchy is well before we start modelling and putting all the pieces

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together.

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Trust me if this was a much bigger room than this and those items if you were trying to nest them and

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parent them all to something it can take a real time to try and organise what's what and where it is.

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Of course all of these at the moment are just named.

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Well they're kind of named in appropriately because it's just the static mesh wall window detail whatever

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the sign says 0 1 it doesn't tell us where it is on the model.

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So another thing you can do if once you're happy with it naming them I think is probably best.

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Afterwards again everybody's got their different ways of doing it but until you've made it up you don't

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know the position of that so this one here.

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I could go in and rename it if this was an orientation I call call it south window or something along

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those lines so I know where it is.

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If this was a kitchen or the the altar room or whatever that you're working on you can even name it.

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You know self and then be more explicit kitchen window or in this case.

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I would probably put the room first so if it was a kitchen but kitchen so all of the kitchen stuff is

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grouped together kitchen south window etc. so it's entirely up to you how you do these namings because

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it does depend on the project you are working on as to whether one naming structure would be better

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than another and you will find that you may even change your mind halfway through.

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You have to grin and bear with it.

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Much like modelling itself if you make a mistake sometimes you just have to start over anyway.

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Now we've learnt about appending these things into the scene.

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I've of course got a challenge for you guys.

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I would like you to finish off the layouts.

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So go ahead and make a modular corner piece that we can use carry on a spending bill blocks into a new

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blend file.

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I suggest storing the blend file in a scene's directory in our working folder.

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Build a simple building.

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Don't go over the top at this point in time.

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Never thing to finish off the layout.

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Did you notice any other pieces missing that you actually need.

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Make sure you make a note of them so you know the size that you're making and putting together.

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Remember to save your blend file state your files and finally make the commit.

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Remember to share your building.

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In the discussions remember it's a prototype building at the moment.

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He doesn't have to be glorious in any way.

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Pause a 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 go finish off the lay out in blender.

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Okay so the first thing that I'm going to do here is just save my file because I haven't done that yet.

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And that's quite important.

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I'm going to save it into a scene's directory so we're going to save as just to make sure I'm not over

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writing anything.

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And hoping I am but it's worthwhile checking and I go to my game assets folder and this is the that's

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the folder on tracking and I need to create a new folder and you can do that in blender is the sick

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one two three four fifth icon along here fifth sixth.

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I can't count for there plus one sixth grader that one of the star on it.

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And I'm going to call this scenes and I'm going to open that up and I'm literally going to give it that

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name again using our bill blocks.

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Test Room.

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I'm going to save that file.

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Now I know that I need to just modify a couple of these pieces now because I have appended them into

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the scene and not linked them.

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That means that none of these will up date when I modify the original model where these have come from.

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We'll learn about linking in a bit.

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So that's a bit of a pain.

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All of these models I can't just change at once.

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Now they do all use the same mesh data which is useful so I can in theory edit all of them here.

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But that's that's going to be a bit too much at this point in time I'm imagining if this was much much

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bigger would certainly want to work and alter one thing and affect every one of those instances.

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So there's a couple of things that I need to make here.

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I've identified this corner strip here and I've identified this bottom strip along here as well.

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So there's a couple of places that I like.

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I need something in place basically to make sure that it's not horrible.

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Now the site the same one i'm using across the bottom here I can then use along the bottom here as well.

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So there's lots of things to do.

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I think a small to poor.

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Oh point two five cube will suffice for the moment for these corners.

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And then I can position them appropriately.

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Of course I'm not going to show you me modelling some extruded cubes except incense the.

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So I'll be back in a few moments and place these and finish off my scene.

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Okay guys so I've been off and I have created a series as you can see cubes here so I haven't named

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them appropriately and slap myself on the wrists for that one.

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But suffice to say I I've now got a sealed model without extra bits or grooves in it.

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Now one might say at this point perhaps that's a bit too much detail.

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I mean you may look at this now and go well where's the roof.

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Mike you spent all that time on the walls and the floor.

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Where's the roof.

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Well that's fine.

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We can go ahead and bring the floor up for instance and then do the same thing round the top.

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So be a flat bottom so it would be a flat roofed building there if we wanted to do that or we could

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make a roofline perhaps a sort of 45 degree one from the parts that we've already got.

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There's lots of things that we can work with here.

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Now one of the things that I didn't do before duplicating is place these underneath the empty itself.

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Now the pain here really comes in selecting them all and fortunately there aren't too many at the moment.

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So if I go ahead and holding down shift select them in the outline because that's a lot easier than

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trying to select them in the 3D viewport itself once I've done that I can use control and peel go to

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object and parents.

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There's nothing to parent it to at the moment we need to select the empty lasts as we've done in the

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past and that makes the MTV active objects.

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It's a lighter coloured orange and if we can find the empty in the scene which I am sure we can.

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There we go.

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We can see it's a light coloured orange.

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Incidentally as you can see there I did produce a cube that was a bit worthless in the end because I

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didn't use this small cube.

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But it's useful to just have it there.

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Another thing that I learnt whilst doing this is perhaps point to five it sounds like a nice number

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to have and it wasn't too difficult.

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Moving things about however when I'm holding down shift which reduces the increments to a tenth of a

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blender unit.

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It's been quite nice if the walls were perhaps 300 or 200 wide so that then I could have just positioned

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them very quickly rather than having to use the transforms to move them to the appropriate locations.

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Anyway I digress so once all of those have been selected and you have the active object set as the parents

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that you want them to have we can go object parent.

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And of course parent it to the object itself.

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And there they are.

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They've been moved so they're now all children of the room.

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And then if we select the room we can literally move everything about which is incredibly powerful.

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How did you guys get on what did you discover when you started putting things together.

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This is the essence of being lean.

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We've taken our basic building blocks that we've done we've put them together and realized that we've

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got some problems and we can go and correct those straight away before having spent hours and hours

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doing some really inch crit and detailed modelling.

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We found out these problems nice and early so we can go ahead and correct them and come up with ways

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to prevent it happening in future.

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So the final thing here of course to just finish off is make sure that my blend file is saved and then

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going to source tree here.

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There we go we can see that we have our work there and the blend file that we've created and the folder

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that's associated with it and I make sure that they are staged and click kemet.

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Brilliant.

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How did you guys get on.

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I'd love to see your room designs.

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What else did you discover when doing this rapid prototyping.

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So we've taken our assets we've moved them into a scene to make sure they're working we found some problems

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with them so we haven't wasted lots of time and then we've we can get back we can fix things and then

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reimport them and make sure they're working and we'll find out a faster way of doing that shortly.

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Please share your work in the discussions and I will see you guys in the next lecture.
