WEBVTT

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Okay so let's talk about our project specification.

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What we're going to be doing in this section and what to expect.

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So we're going to be creating assets to be exported straight to an external program like a game engine

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or anything else she may work with externally.

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We will be creating our own textures and other maps from high detailed models and applying them to the

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low polygon version will be focussed on modelling the interior of a building.

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In this case I'm going to choose a gothic church.

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You can model your own house with the lessons learned in this video is entirely up to you now.

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More on the product specification.

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You can use any of these techniques whether it's going to be level of detail or whether it's going to

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be baking some textures and of course there's more on that in the section itself.

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But you can use this technique within blender itself for optimization to increase not increase your

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end times increase your efficiency by lowering your render times.

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And that's very important as we've already experienced render times can take hours or even days.

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Some of you with the animations back in the animated land I know had to leave their computers running

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for a couple of days to get that out there so we can make this a little more optimized then we can certainly

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get things out quicker and more importantly iterate more which means we get a better end result.

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Now I'm going to be testing my model externally as I go.

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So you guys can appreciate that impact on externally and we'll be looking at level of detail in detail.

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So more on this I'm going to be keeping my scene relatively simple primarily for teaching purposes but

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of course I encourage you to go to the MFA degree and get some really detailed models going.

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I encourage you to add more detail experiment and have fun.

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For instance wouldn't the scene look a little more interesting with a chess set in it.

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Okay guys let's move on now to the next lecture.
