WEBVTT

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So let's talk about what you can export in this video you will understand what will export.

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Realize some elements of your models will not export or will once or not properly at all.

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It does depend on the target package that you're exporting to.

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So what will appear on import.

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Well often you will have no problem with meche data including the U.S. maps armatures and animation

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data will appear to support it in the target package.

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So for instance if you were moving a mesh in the animated lamp that we've done into something like unity

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or unreel you'll find the animation is there.

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If you're trying to import that into something like Sketchup which doesn't support that type of animation

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then it just wouldn't be there.

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Now textures may appear that once this is one of these odd ones or the simple diff based the fused texture

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that comes when you make your model but often that will appear there once and then not update anymore.

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So what we have to do in a lot of cases is if we're working in another application is a lot of reconstruction

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so texture's often have to be reapplied whether they're in normal mapper or a diffused map and will

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go over those types of map in much more detail shortly.

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Shaders how it actually renders the image work differently in other packages.

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And what that basically means is any of your materials would have to be remade.

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So we've got our texture's on one level whether they're a bump map showing as artificial surface detail

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or whether they're a diffuse map which show is the base colour of a material the materials themselves

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will often have to be reconstructed.

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So that means if we're working primarily in another package and we use using blender to model with then

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you shouldn't be focussing too heavily on materials within blender you need to focus on materials within

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the target package particle systems are local to Blender.

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So if you've made something with hair and try and export it the hair won't be there.

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You can solidify the hair.

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Sure you can make it a mesh object and then it will come across.

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But that might put your polygon count through the roof.

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Of course one of the best things you can do is test.

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So if you want to move from one package to the other.

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Just test what you want to do.

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Be very lean about to just make a hairy cube and see if that opens up in an external package.

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If it doesn't ask yourself why is that.

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And then you drift back and you go well is this a particle system or you've made the cube look like

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glass.

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So it's a glass paperweight on a desk for instance and then you test it and it just comes across as

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a cube.

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Well then you need to set up the material in the target package so we don't want to do is waste time.

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In blender if youre moving your models straight over to an external package of course that's not what

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were going to be focussed on entirely here because it is a course on blender.

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So we'll be focussed on actually all of these things within blender and how to get them out as well.

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If you want to use them there.

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So a quick challenge for you here.

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Where's your models end points.

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So where is the model you were making going to end up.

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Is it going to end up in a game engine.

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Is it going to end up in a completely different package.

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Are you moving between the two.

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We need to make these decisions now before we start moving ahead and are wasting time in one package

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when we should be putting up that effort.

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For instance materials in another what do you need to do in blender vs. the external package was the

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video now and give that some thought.

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Guys welcome back.

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Now I'm going to go through my challenge answer.

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Well I'm going to remain in blender for the entire project.

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So I of course is a course focussed on blender so I'm going to be doing that.

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And so the materials will be fleshed out in blender.

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Textures will be made in blender but kept unpacked.

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So before we've had them packed into the blend file I think I've still got it.

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Default sets being packed so I'm going to have to sort out when I looked at my data block it did show

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me that they were packed so I need to change that and then I can use any textures I create across multiple

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models because they are not going to be stored in the blend file they're going to be stored on a folder

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probably at Textus folder on the actual computer itself which is incredibly useful.

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Now I just need to bear in mind that if I do move my models out and I will do throughout this section

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to make sure that they're working externally that things that I've had to make a particle system I just

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need to be aware that that isn't going to come across.

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The lighting in the scene that's not going to come across etc etc..

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There's lots of things that potentially I could do that have no impact in an external file so that may

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aid.

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Glenda.

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Well it's not going to aid anything else moving out so I'll just bear that in mind and wherever possible

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limits things like the particle systems and special lighting effects etc..

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How did you guys get on.

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Are you working in multiple packages at the moment.

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Please share how your working what packages you're working in are you moving between two 3D modelling

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packages like sketch up through the s Max and blender.

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Perhaps you use one for one thing and one for another.

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I know a lot of people out there use Z brush for sculpting and then hop back into blender for rendering

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etc..

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Or are you working with the game engine.

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