WEBVTT

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Welcome to introduction.

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T you've V unwrapping in this video you will no longer ask what you ve stands for.

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We'll do an overview of the mapping that in the upcoming lectures and understand that will be creating

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these maps from scratch and then using them a gain to speed up further work flow.

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So we've had this section so far where we've looked everything emack crow how the pieces are all fitting

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together what the overall building or interior is going to look like.

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And now's the time to start zooming in on a bit of detail.

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So what does it usually mean.

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Well X Y and Z are already used for the Cold War donat system with the in blender itself and you and

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V are like the x and y coordinates of an image.

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So you v mapping is the process of projecting a 2D image on to a 3D model's surface and the U.S. map

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itself as we'll soon see has so as the geometry as the map and it's placed upon the picture.

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So let's have a quick look at something we're all familiar with.

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A map of the earth.

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And if you're interested in seeing more images like this of our wonderful planets and indeed some other

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wonderful photographs I've gotten this from the nassr website.

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All of their images are free to use so if you actually want to make a planet Earth a model of that and

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will be doing something very basic like that in a few moments then of course that's the place to go

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to get these wonderful textures from and remember the word texture or image is interchangeable when

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it comes to blender.

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Now one of the problems with a map of the earth is Antarctica really isn't that big.

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And those Greenland Greenlands actually tiny.

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So the South Pole is Antarctica right at the bottom there.

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Now obviously that is a 2D representation of the earth.

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So one of the dramatic things to highlight here is mapping can cause distortion in image because that

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image then has to be compressed onto a 3-d shape.

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Now we all know that the earth is flat like this it in fact looks more like this a sphere or spherical

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in nature.

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So you ve tells that texture how to apply itself to a 3D surface.

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So what do these maps do.

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Well they do lots of things what we looked at a few moments ago could be called a diffused map which

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is creating the illusion of colour on the surface.

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In fact it is adding colour on the surface in this case but they also create the illusion of surface

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detail by mapping parts of an image to the geometry on our model.

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They could be applied automatically which is great for your basic models and that generates a U.S. map.

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But generating euv map yourself does give the best results.

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So two of the basic maps that will be colour coming up in the near.

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So two of the basic maps now that are coming up in the next couple of lectures we've got a diffuse map

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which is the base colour of the geometry itself.

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So up until this point we've really only dealt with making either individual faces of a certain colour

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or applying a certain material to them or we've been dealing with the whole model having the same material

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applied to it.

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Now the great thing with a map is it allows us to only use one material but use a texture or an image

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in order to control the diffuse colour.

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Another one is a bump map.

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Now that tells the shader how to react with light.

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So a quick example here we've got this rough moon.

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I'm going to call it a moon and we've got this one.

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Now apart from the slight lighting differences they're almost exactly the same but you can you tell

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which ones which.

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Probably not unless you start looking at some of the micro details in the shadows.

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So we have this one which is the high polygon version in fact it's one million triangles just over one

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million.

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It's rendered with a thousand samples and rendered a full ten ATP.

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So it took a little while to render.

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In fact it rendered at seven minutes four seconds in terms of its render time.

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Now instead we go down to the low poly model.

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If you look around the edge you can see that it's a bit jagged around the edge.

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In fact this whole model is only a thousand triangles again rounded with a thousand samples and rendered

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at 10 80.

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Now that rendered in five minutes four seconds.

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So that reduced our render time by around 20 percent.

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Now what that means for us in blender is that we can make a highly detailed model bake that detail down

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to an image.

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Apply that image back to the model and save a shed load on our rendering time.

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Now on the one off image it wouldn't be worth it if we were rendering that image over and over again

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like on an animation then suddenly it becomes werefor instead of spending 10 hours rendering you'd only

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spend eight or maybe less who knows.

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Depends what you're rendering on.

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Now of course this has the added benefit if you will rendering diffuse maps and normal maps and bump

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maps and all these other type of maps.

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We can then reassemble our whole model externally to blender as well so this has a benefit both within

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blender and when making assets that you're using elsewhere.

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So let's now go make a very basic U.S. map over in blender.

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Okay so go ahead and open up a brand new blend far making sure you've saved and committed the work you're

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currently on.

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So I'm going to start off with a default blender seem like this.

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I'm going to remove the cube from it and add a u v sphere.

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The name may sound familiar I don't know if there's any direct link between Eevee maps and Yuri spheres.

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But here we go.

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Now in order to make this a bit more easy to see I'm going to lower the segment count quite significantly.

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And the same with the ring so it's going to be a very low poly globe.

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Now I know this is a bit abstract since we're working on an interior but I think a globe is a great

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way of representing a map and then applying it in 3D and understanding how the relation works between

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the two.

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We're have more detailed interior models coming up soon as well.

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I'm going to make the size of my globe just a little larger than four.

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So make it five.

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Going to make it a little larger than one has.

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One is boring for a Globe five.

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It's an epic globe.

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And under the tunnels smooth shading So it's as smooth as it can possibly be.

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Now this is currently got a default material on it which is fine.

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I'm going to add new material and call it Earth because that's the picture I'm going to use.

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I'm currently using nodes which is great.

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Now become apparent why that's important in a few moments at colour.

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I'm going to set the colour to use a picture for the colour so I can go here and use image texture.

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Click on that little dot and then Image texture.

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And I'm going to select from the game asset pack sections the world diffuse Naxal map.

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And there we go.

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This should now be showing.

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He says the map of the worlds going to go to material and it's not.

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And why isn't it.

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Why.

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Why can't we see it.

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It's because blender doesn't actually know how to map that image to this object.

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So we need to tell it and we tell blender by unwrapping our 3-d objects.

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We go from a 3-d object to a two day object.

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So let's drag out and create a u v image editor.

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Hop into edit mode over here on our globe on our 3-d object in the 3-d window and we can go meche and

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unwrap and we get a series of options you see the shortcut key there is you know we just go ahead and

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unwrap now there isn't an image properly applied yet but it's also managed to grab that because it's

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using the image itself and it knows it's a movie mapped image.

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We can see that it's mapped to every face and that's not what we want and that is essentially what this

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square in front of us is showing showing us that the whole image whatever the image happens to be assigned.

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You map it to every single face and that is no good for this example.

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So let's go ahead and open up the Emmy so we can see what's happening and because it's already loaded

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into memory we can click the image drop down or drop up in this case since it's at the bottom and select

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the image you are going to have to scroll out a little here and we can see the aspects of the race image

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is quite wide.

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It's got quite a wide array.

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And now and you may need to do this a few times during doing any unwrap we're just going to reset the

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unwrap by here in New ingoing reset.

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And that means that any of the previous settings stored when unwrapping will have been white.

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Now I'm going to speed things up here when I'm going to go into too detail about altering the you v

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map but actually the generation we can get away here with going a sphere projection because ultimately

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we're mapping it to a sphere is not a complicated object like a face or something like that.

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Now we can see that it's not got it right not straight away anyway it's truncated half of the America

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and the Far East and Africa has gone really wide on us.

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That is no good.

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So what we can do here is go over to the U.S. image enter and use the controls much like we would if

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this were a mesh that we were altering.

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So what we can do there is literally scale it with the ESC key making sure that this area is selected

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and hitting the esky of course.

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And remember we can it accidentally invert it will.

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Which will make it all upside down.

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But here we go we can scale it out as the right sort of height and then we can scale the width as well

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with S and X so X is across an y is up when it comes to your pictures.

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And then we can use the G key and move it about so all of these are very much like we used to.

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You can also grab the individual vertices representing this 3-d object and move them as well to straighten

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out the u v map.

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If you wanted to now remember we're telling lender at this point which one of the faces is represented

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on the image so we can move things about and really skew up the image.

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If we're not careful so we do have to be careful when we're moving these about.

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A time you'll be mapping to an image like this or even generating your own image in which case the alignment

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with it doesn't matter because you're creating everything.

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Now we don't have to worry about this disappearing into the aether over here.

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Is she going to warp around to this side of the image and continue.

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So I'm happy with that.

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Now let's have a look at our globe.

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How is that turnout going to hop out of edit mode so I can look around.

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It's a little jagged around the edges.

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The polls seem to be roughly in the right place which is not bad for a rough unwrap.

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Occasionally these things can go completely adrift and look horrible.

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But that's not bad.

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Unwrap for such a low poly model.

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OK I remember earlier I said that using nose was important.

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Well it is if we don't want to create a separate material when working with cycles and blender render

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because sometimes you may want to hop between the two.

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So here's a little tip for you because psychos uses notes by default when we switch over to blender

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render.

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We can turn use notes off we see at the moment so is earth material node and then no nodes are associated

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with the blender end.

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And that's fine if we turn used nodes off this button next to the material name.

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We say you shade those to render the material.

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If we click that it disappears we can't see the image anymore and that's fine.

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We can also turn this off by the way under the node editor itself as a little thing on here on the IMI

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on the node Ed header that we can tick and untuck use notes.

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Now what you want to go back to cycles you need to remember to read tic that or press this button again.

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Now blend a render we can assign a picture to the few straightaway we need to do it by the form of a

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texture.

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Now we've already unwrapped our model so it doesn't need anymore unwrapping a special done.

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All it requires is a texture applied we need to create a new texture.

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Add to that texture.

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Apply that image that we've already got in memory so we can click on.

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Drop down or in this case drop up a hand click on mean nassr world diffused image and there we go it

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straight on a couple of things I would do to change this straight away is the lighting itself is not

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very good since going to the lighting properties and put sun on it is the planet Earth after all.

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But we're not going to mess around with any of the settings for the sun.

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And equally if we're in that cycles render of course the image now goes white because we haven't selected

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use nodes but we don't select use nodes on the lights we select on the material.

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If we start our are not sure about this but I think if I use nodes here and I go back to a blender render.

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Oh it does still work.

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Okay that is good.

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I thought it might not if we switch the lighting across sphere here.

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We need to go to the materials option and click use nodes again and the object is back again.

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Brilliant.

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I think it's time for a small challenge for you guys.

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Okay I would like you to add a wall texture.

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So use your own all the wall texture in the asset pack.

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It doesn't matter which one you use.

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You ve unwrap your basic wall so it's gonna be that basic wall piece without the window in it or anything

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else CAN START.

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Nice and simple with this unwrapping apply the texture to the wall.

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In both cycles and blend a render.

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If you find your texture is 90 degrees out.

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Try rotating the UV mesh.

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Now I must emphasize at this point as long as there is a texture on the mesh in both blender render

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and cycles you have succeeded.

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This challenge will nail down the actual quality of the unwrapping later on in this section pause the

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video now and give that a go.

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OK guys welcome back.

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Let's go map our wall texture to our wall and hop on over in a blender.

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Okay so I've opened up my wall my elodie a wall and we're going to start adding some detail to it.

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So this is just going to be text to details so still gonna remain an elodie wall or at this point and

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melody a wall.

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So no extra geometry involved.

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So I'm going to go straight to my materials tab and add new material name the wall.

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Following that I'm going to not colour it in white or slightly off white.

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I am going to use an image texture to define the colour.

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I'm going to go ahead and open up go to the asset pack and open up this one called cinder block.

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Now that that's opened it needs to.

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We need to tell blender how it's mat.

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So I'm going to close down at my tool shelf and properties of the 3D editor.

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I'm also going to add I've moved across switched my viewport rendering to material so the lighting doesn't

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matter.

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We will need lighting by the way to see in blender end.

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Otherwise it will be black.

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So before I hop into edit mode I'm just going to plonk a sunlamp in the scene and sunlamp.

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The direction doesn't really matter where it's placed as a matter only the direction counts.

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I think that will be okay.

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I'll literally hop into rended both quickly.

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Yeah that looks absolutely fine.

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So let's hop into edit mode on this.

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Everything is selected by default and I'm going to just do a basic unwrapped nothing special and we'll

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see how that turns out.

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So that's looking pretty good.

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We just need to go to the picture down here at the cinder block.

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Also looking pretty good.

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How are we in material mode.

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No we're not.

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Let's have a look.

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Our AK So we've got vats at 90 degrees.

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How's the side and this side is right.

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How is the edge.

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Okay that's good.

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We can see here looking at the edge on the u v not on TV Surrey on the 3D view here.

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It's compressed because the whole edge has been compressed so this whole image has been compressed onto

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the edge itself.

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It looks so surely because of the way the more time line is still pretty much aligned in the right place.

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Not a great alignment but that will do for this initial initial go at it.

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That's really good.

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Well it doesn't require much in the way of fixing.

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Now down this is a bit wonky here are not happy with that.

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And of course what we can do here is select that face making sure in face select and then we're not

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going to rotate the face in the 3D view that causes all sorts of horrible artefacts but because that's

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now selected in the U.S. image too we can actually rotate it and we can see it's kind of granular granulated

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at the moment so we can go round in notches.

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I'm just going to type in 90 because it is 90 and press centre that should have sorted that out.

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Perfect.

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So we've got our first wall piece absolutely sorted.

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I really don't care about this bottom piece am at the moment.

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I don't care about it.

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I might have to make it a separate piece actually because these are stacked on top of one another.

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It's going to make a line.

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Now whether or not that line makes it look odd.

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I will have to see later on.

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Be lean about it and check that it works.

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So that's that texture.

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Applied in cycles and it's looking pretty good.

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If we go into the full view port rendering we can see that that is coming across really well and that's

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just a diffuse texture.

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We now need to make sure that it's working in a blender and a and a switch across the blender and in

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the middle cereal's propertys.

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I need to make sure it's not using notes.

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So there we go we can now see our objects and make a new texture and then assign an image to that section

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because it's still in memory.

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I can just select it there and there we go.

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Now obviously with Blender render the spec clarity is automatically applied as well so we go to the

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materials and go down in there so we can see that the intensity is quite high.

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If we go and turn that down we'll end up with a much lower sheyna to the wall.

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What was on generally shiny unless they've got gloss paint on them or they are wet.

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And in this case I want Neve so often the intensity is going to turn it right down to nothing.

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It's a fall diffuse texture.

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How did you guys get on.

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Did you manage to map a basic image to the wall.

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Did you use your own texture.

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I love to see what you guys come up with.

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And as always please share your work in the discussions.

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And I will see you guys in the next lecture.
