WEBVTT

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Welcome to a profile based modelling using mesh objects in this video.

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You use the array modifier to repeat a mesh objects along the length of a curve will then deform the

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array using the same curve data and hopefully end up with some pretty awesome results.

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So let's go hop on over in a blender.

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Hello everybody and welcome back over into blender.

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The first thing you might notice here is I'm back on my p.c SO is me Michael from the future.

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And the other thing to mention here is that this particular door that we're about to work on doesn't

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have the curve profile that we set up in the last lecture.

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But that doesn't matter because we can do everything we need to do with what I've got in front of me

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here.

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Or you could even use your curved profile to work office as well a little mini challenge if you want

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to go off and do that later on.

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So the first thing we need to do is think about what we're going to do in terms of duplicating the information

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we have in front of us here because I could just go ahead duplicate the entire mesh objects in front

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of me and then go and delete the geometry.

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I don't want or I could go into that mesh object itself by going into edit mode find the bit of geometry

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I want to select in this case it will be this bottom face here although there is something odd going

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on the bottom face I'm not sure what is going on there.

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It seems a bit crooked.

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In fact it looks like there's still sivers doubles over there you know.

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Yes it's it's done something very weird with that profile.

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I'm going to delete that bottom face at the moment and then sort that out.

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Now this will obviously didn't want to do that I just to delete the face itself's X and then delete

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the face.

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So there is some rule.

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And so you'd lose geometry and here perhaps there might be.

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I'm not entirely sure thing I'm trying to select the main axis there.

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So we can select the age group running around.

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There seems to be a break in edge loops around there when to select everything here remove doubles.

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Nothing there no increase the merge distance.

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Not that much but ever so slightly and just make sure that the profile remains intact which I think

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it has done.

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Yes I think there might have been some geometry that was very close to itself anyway.

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I'm happy with that now.

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And what I really want is this bottom edge running ran and we see excellence being selected all at once

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there.

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So at some point a duplicate a bit of geometry moved it to one side.

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But now I've got that bottom edge loopier I can both fill it in and we can see that one of the issues

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that it makes there's with the subdivisions surface model the fire as she brings it all together.

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So finally I'm going to increase the mean crease so doesn't do that.

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Now that that's done I can grab this bottom face and duplicate it will shift and day and then press

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the P key to separate it by selection and it will generate a new mesh object with the same name as before.

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That's fine.

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Only change that name to door profile.

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So this is going to be a mesh profile that we're going to use before we do anything else.

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There are a couple of modifiers attached to it so let's go ahead and remove those and then hide.

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Profile one.

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So we've got our starting point here that we're going to build up a bit of a an example with.

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So let's go ahead into edit mode and select that face and extrude it up almost flip around to the front

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view I mean orthographic mode here so I can extrude that up by let's say that amount.

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Now we can see straightaway that this isn't going to work as I intended because the normals are flip

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so let's go select everything and then control an N to flip those normal so that's a great start.

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The next thing I'm going to do is background to the front view with the number pad number pad number

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one in this case.

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And I am going to duplicate this mesh that I've generated.

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Fix it to the x axis and then just lift it up with enough space for two hours of fake mortar or a gap

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in the brick work that's going to add a bit of shadowing and then I'm going to zoom around or not zoom

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Let's move around here select a couple of these faces that I want to pull out.

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Now I'm not just going to pull them out.

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Actually that might work in home.

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I can just pull it out like that and be done with it.

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Yeah.

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Okay.

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That will do for the purposes of this exercise.

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I was thinking of extruding rather than just moving but that looks all right there.

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Now a couple of options we've got with these corners here because we've got some odd shadowing going

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on top.

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Now the odd shadowing of course is is caused by the fact that there these are in ons here and it's not

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what is trying to smooth it the best it can but it doesn't really know how.

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So we can bevel this edge around the top.

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We could make some loop cuts closer to it.

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It's entirely up to you this very top face here.

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We're not going to see any way any shading artefacts around.

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We'll deal with that later.

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If there is indeed an issue.

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So we've got our meche object.

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Let's go back into object mode and add in an array modifier because we want this to repeat itself.

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So the array modifier is under the generate column so it's right at the very top array.

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And it's going the wrong way.

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Of course we can increase the counts and that's great and looks like a brick wall it's going the wrong

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way.

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So let's turn relative offsets on the x direction to zero and we probably want it on the z direction.

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Excellent.

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And I'm going to zoom in here because one of the issues will be is that it butts one object up against

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the other and we don't want that we want a little gap between the two.

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So this is going to need to be something like 1 point.

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No that's too much too little I'm going to hold down Shift to move this in a much more controlled manner.

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Let's say about there sir.

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Oh port o points.

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Not the rry of a blender unit up.

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So there we go.

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Perfect.

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Now if we increase the account number.

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Oh dear that's that's no good is it it's going in a random direction.

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Now we want to control this.

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We need to fit to something else at the moment it's being fitted to a fixed count to ten of them.

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If I change it to fit courval Fit a length Well we dont have a length for it to fit because I dont know

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the length of this curve.

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But what we can do is select fit curve and we need a curve for it to follow.

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Do we have a curve at the moment.

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Unfortunately we dont.

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So were going to have to generate one.

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And of course following along from the last lecture you would have actually had a curve.

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Im going to generate one very quickly by going to my elodie BE front door going into edit mode selecting

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the mesh that runs around here or rather the edge that runs all the way up and down.

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Thats selected it first time brilliantly.

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Im going to duplicate it presses scapes So its definitely not moved anywhere.

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Then Oulton see I of course silly me Oulton see it needs to be object mode that we do this is not going

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to work whilst we in edit mode of that particular object.

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We try it and see in there.

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It's an object mode operation easily done say.

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So we're going to convert this to a mesh from our curve.

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I dont need to convert the array.

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No we need to do the other way sorry for a curve.

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Our mesh and we dont need to keep the original.

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Okay.

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So now we've got all that sorted the next thing to do is go back to our door profile that we've created

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these bricks and fitted to the curve and bang.

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Hopefully it will now shoot up into the sky.

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Why is it not doing that so let's have a look at the door.

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Curve it follows round that's absolutely fine.

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Let's have a look at our scale factors have I scale this.

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No that's absolutely fine as well.

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Door curve.

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Have we go object mode in edit mode again.

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This is now as tall as that length is long.

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Okay brilliant.

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The next thing we need to do here is actually have it follow the curve going round.

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So we go to our ad modifier again and this time we're going to deform.

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So it's in the form it's the fourth one down with a curve.

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And again if we scroll down here I'm just going to minimize the array modify our curve here the object

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we're going to follow is the door curve and it's gone off in a random direction.

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So this is one of the problem solving parts of this.

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Now we've got to figure out why it's going off in that direction what the defamation access is probably

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what's going on.

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It goes up and over in the z axis.

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So we go to set up.

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It seems to fit but it's been offset.

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How annoying is that.

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Well it's been offset because of the difference between the objects origins.

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So we have a look at the door curve the origins all the way over here.

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We have a look at the door profile the objects origin's all the way over here.

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So I'm going to move my cursor my 3-d cursor first to the objects origin that we're using so the door

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profile in this case so shift and s cursor to selected so that's in the right place.

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Now we can go ahead to the door curve and in object mode go in the tool shelf itself go to set origin

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to the 3-d cursor.

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Now it should be in the right place but it's not.

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Why is it not.

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I bet it's the same issue we have before it's not in the right place at the moment because we probably

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need tab in and out.

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And in fact there we go if we hop in and out of edit mode and back into object mode it fits things imperfectly.

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Now I'm not sure of this smooth shading actually when it comes to this brick work so I'm going to turn

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smooth shedding back.

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Ah yes that's much better.

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Let's go into a rendered mode.

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The lighting is not too great in this scene but that is coming along really nicely.

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And in fact I'm just going to shove in a lamp into our scene.

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Let's go to a lamp.

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Make sure an object married yes.

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Sunlamp and Im going to press the ah key twice.

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So it's got a track ball rotation it's a lot easier to try to align things when you do that.

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And here we go really and that's followed around perfectly exactly how we expected.

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So a couple of things to remember there sometimes when you make a change youre going to have to tap

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in an out object mode to edit mode for Brenda for Blender to reset itself there and theres something

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else Ive just noticed and were going to have to rotate our curve.

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By the looks of it because this is not will it look like when I was creating it.

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So lets go back to our door curve going to go into edit mode on the tilt.

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I'm going to try ninety degrees.

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Oh that is pretty cool.

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It's not my intention.

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Yeah that is pretty cool.

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That's because I'm not monitoring what I'm doing if I go back into solid mode.

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We'll see.

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I've only selected this bottom vertex down here so want to set that tilt back to zero and I'm going

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to select everything and then I mean tilt maybe minus 90 instead.

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And hopefully that would have twisted everything back round how I would want it to sticks out.

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That way wasn't it.

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Oh it is minus 90.

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There we go.

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Tab in and out.

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Perfect.

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That was the intention as it goes around and that has worked really really well and it's not too bad

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at the top here even occasionally you have to fill about especially on this mirror point here at a mirror

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point.

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So what we could do is have it going half the length of this arch arch way itself so we can do that

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itself with the door curve.

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We come in here we select the points that we want to delete which is going to be all the way to the

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top one here and delete them.

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Now when we tab in and out it will come to this point and stop there.

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And then finally on the door profile we add in a mirror modify.

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Now this is going to be a bit different from before we can use the same mirror points that we had.

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We've now got this empty gap at the top.

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Now that's an ideal place for you guys to go in and put in a I think is called a cornerstone at the

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top or something like that I can't remember what it's called.

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There's a special name for the thing at the very top of doorways that big block you can put that in

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manually or Again you can tweak the curve itself.

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So if we go back to the curve and come into it it obviously comes up here and then doesn't go 90 degrees.

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So what you could do is bring that curve back ever so slightly to maybe here and then extrude a new

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point for it to come across like that.

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Now this will because I've not turned on clipping.

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Intersect itself and cause probably some rendering errors.

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So this has got to be played with and made accordingly.

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Now in this case I'd probably just truncate this back to around here and then add in another bit of

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geometry just to make up that difference there or in this case come in and solidify these these objects

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and adjust them after that there's lots of options that you could do with everything in blender.

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And of course looking at this you could come in and perhaps add a bit more of a subdivision surface

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modifier.

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The choices here are absolutely endless.

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Of course with me rambling on about curb's Now it's time for your challenge.

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Okay guys it's Challenge time.

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I'd like you to create curve driven mesh objects so this is incredibly powerful tool set however can

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be confusing and a little frustrating so we really need to nail this.

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What else do you think.

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What could you use this method for.

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I think I'll throw one in there straight away.

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A wobbly path winding through a woodland.

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Something along those lines a brick path of AC.

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Maybe even the yellow brick road.

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Who knows.

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So go ahead and add some more detail.

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See your other models using this technique.

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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 hop back on over into a blender.

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Hey welcome back.

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So let's have a look at making this window a bit more interesting.

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So I'm going to borrow the curve that we've used to generate and the profile to make a.

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Brick that we can use in our model so let's go ahead and duplicate that curve down there and convert

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that straightaway to a mesh.

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Let's get the curve that's going on here let's duplicate.

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Oh that's a different curve.

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We don't want to keep duplicating it.

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That's get rid of that idea.

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Duplicate it in that case.

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Where's the.

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There we go the path itself.

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All I want.

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So that's duplicate that as well.

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And I'm going to call that a ray.

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I can do some renaming later and I'm going to call this a ray profile.

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Okay now we've got those two parts enable We just need to make sure that the array isn't causing us

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any problems and hide.

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These other two.

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So we know or working on.

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So let's go to this profile itself and hop into edit mode.

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Select the edge lube fill and then extrude up ever so slightly over the make these bricks quite thin

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so we can have a lot of them.

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And once I've done that we just need to set it following the path.

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So we're going to need an array modifier and set it.

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It's fit tight to fit a curve and we want it going in the z direction.

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And in this particular case what I can do is the Z relative offset by one.

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I could actually bevel the edge just here so that when they join together will not be but control and

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B when they actually join together.

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I'm not sure of a anough fine control over this at the moment and need to zoom in a bit more.

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But when they join together these will actually have some.

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Natural gaps between them.

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Okay so now that is done let's hop back in to the modifiers and do the curved deform using the same.

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Curve.

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Now that's not happening at the my rent and I'm guessing it's a scale problem going on again.

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So let's just have a look at the transformer properties.

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Yes.

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So let's apply for scale.

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And would backup here.

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Something still isn't working properly that's Have a look at the array and turn the curve off list do

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one thing at a time.

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There should be lots of those.

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I haven't assigned the array itself the curve objectively array.

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Now let's go back on to deform and see whether or not we need to generate R own curve.

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Yes we do.

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So let's go ahead and create a Bezier curve that will follow this path.

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Fortunately I already have the origin in the right place.

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So here I can move the cursor to the selected because that'll move it over there.

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We can add ourselves a Bezier curve and start moving control points about and was done doing that.

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I will fast forward the video.

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I'm going to remember here to set my resolution down at 1.

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And now that the curve is complete I should be able to go back to my array profile and change the properties

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here in the modifiers to follow the new Bezier curve.

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Okay so looking a bit.

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It's looking kind of right but kind of funny as well.

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I think what's going on here is something gone wrong with the curve itself.

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Let's have a look at that Bezier curve in more detail.

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I think it's probably these control points.

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Yes it is.

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Some just going to turn off a self snapping and snap it to the same point there.

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That should bring it back round to looking pretty decent.

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Yeah that's looking pretty sweet.

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Now that's really good.

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I like the way that that's come out.

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I think it's probably a little thick but we can always obviously modify our.

17:19.290 --> 17:25.070
Okay there's there's a bit of rotation going on here I can see that's not the profile I'm looking for.

17:25.500 --> 17:28.750
So let's highlight everything and mean tilt.

17:28.770 --> 17:36.010
Last time it was up to 70 or hundred or minus 90 and that looks spot on.

17:36.150 --> 17:40.980
There's a couple of other things I'd want to hear there's some odd stuff going on is that a rendering

17:40.980 --> 17:43.100
artefact or something else going on.

17:43.170 --> 17:45.710
I might have crossed something over at some point.

17:45.720 --> 17:47.090
Wrong.

17:47.250 --> 17:50.540
It being a rendering artefact wouldn't necessarily be a bad thing laughing.

17:50.550 --> 17:55.120
Looks pretty cool but I can investigate later as to what's going on there.

17:55.140 --> 17:58.890
How are your archways and how's the rest of your building coming on.

17:58.890 --> 18:00.530
I'd love to see your results.

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