WEBVTT

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Okay so how is it coming together in this video.

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You check that things are looking right in your main scene so I'll be hopping over to my Gothic church

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scene and just see if the materials that I have applied and the the textures that I've applied are actually

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coming into my scene as I'd expect them to.

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And also I'll be checking sternly to blend the model is working correctly so were being leaned about

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but we've changed a couple of things in our model itself and the basic building blocks.

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And I just want to make sure that those changes are actually the change that I need and want to make.

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

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Okay so the first thing I've done here is gone ahead and opened up my Gothic church scene.

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I've been working on the course you will open up your interior model slash exterior model that you're

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currently working on.

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The first thing that's going to do here is literally turn off all of the portals have already discovered

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that they are not helping at this moment in time.

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I'm not going to go ahead and remove them at all from our scene.

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In fact what I'll probably end up doing is adding them to the mesh objects themselves and bring them

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in that way.

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But otherwise I'm ready to stice blurring my model.

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Now I can see that the door is sorted.

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So we've got um I'm just going to click on it and zoom in.

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So the main door has blockwork over it.

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The windows have blockwork over it the corners are still missing the tail and this bits here should

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be the plain wall.

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And that doesn't have any texture on it and we've definitely added texture.

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So let's go have a look at what's going on there.

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So let's go and open up the wall space and hop in to render mode here.

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Okay was seemed to be OK.

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Now we are in blender render and it has remembered that.

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So let's switch that over to cycles.

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Remember to click he used notes on your material.

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So we've got that back in.

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Brilliant and well save the file.

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Now it all remember that it's cycles that that object again where copying the object data blocks oversoul

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is expecting it to be in blender render at that point.

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And touch wood.

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When we go into a 3D view here what I'm going to come out of camera view and have some perspective.

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It's tense Yes.

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There we go we've got some texture applied to the rest of the model.

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And at this point we can start to see one of my concerns was where it goes under.

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There's going to be a line of squished material but actually I think that adds to our model and in fact

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it lines at the edge of the wall was going to be one of my concerns.

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So you don't have a corner piece that seems to have worked out pretty well as well.

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And of course it's more of an interior scene and it's quite fuzzy inside it.

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So it's going to take a while for rendering now but that is looking good the main point here is what

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we have been working on is immediately taking effect in the scene that we're working on some just going

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to go ahead and once again unhide all of these.

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So I didn't save it before.

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Let's go see how this is working now.

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Over in the unity game engine.

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So I'm going to go ahead and open up my Gothic church scene.

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Now the way that unity works is it does convert the blend file into an FBI X in the background which

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doesn't give us much control over how that happens.

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And we seem to be lacking textures I expect to see textures in here almost straightaway.

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No I would expect to have to apply the textures of these parts.

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So let's just give that a go.

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I'm going to click on one of these and see whether.

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Okay.

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It's got that texture replied.

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I wonder whether I just need to save the changes to my scene here first before it will update properly

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over in unity.

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Come to think of it I think I export to design as an FBI ex.

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It was a while ago and I can't remember.

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I don't think we're having unity open up the blend file.

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I think were manually doing the FBI.

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So let's go ahead and do that now.

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So now I'm scared to try selecting the various parts of our scene with control held down to make sure

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that's going to bring the mannequin in as well just to make sure that the various parts of the scene

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and the hierarchy underneath are included new parts I don't need to bring that in.

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Then I'm going to go file an export I'm scared to try exporting the whole thing as an FBI x.

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I'm going to overwrite my previous FBI and make sure that selected objects on the export be X ticked

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as go ahead and export.

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And hop back on over into unity.

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Now this gothic church that we've got here I'm not sure.

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I'm just literally going to delete that from our scene completely.

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In fact in this case I think I was working with that so I did need a Forgot I was working with an FBI

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ex.

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There we go.

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That's why that wasn't working.

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I needed to refresh it.

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So can I undo that.

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The least no one shall have to re import it so that's important assets and go find that as in my scenes

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folder if I remember correctly assets scenes.

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It should be X..

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What I've just changed and let's drag and drop it into the scene.

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Ha.

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Excellent.

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That is starting to look pretty good.

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Now I wonder why it has applied to some and not others.

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Again let's go here.

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I guess I just need to apply the map the U.S. map should have come across or just to add the texture

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map to it.

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And the same for this doorway.

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Okay so that is working over in a game engine as well as we can see here I do have to rebuild it slightly

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but not much.

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And if we go ahead hit play we should be able to walk around our scene.

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It's going to make that full screen so you guys can see what's going on.

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How about that.

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That's looking pretty good.

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And that is quite lean.

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It does mean that I need to remember takes more FBI checks before I do anything else.

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I don't know why wide jump through the window.

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Habit I suppose.

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The ceiling is solid but it is also letting light through as we can see on the floor here so that can

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be improved.

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I don't see anything else around my scene that that looks a bit horrible there and there and probably

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here as well.

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No just there and there.

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So that doesn't look too hot there.

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And this is the great thing you know we've we've exported Do we haven't done much and we can.

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I was for there was some sort of artefact it's not it's the light coming through one of those gaps.

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This is coming along pretty well as you can see it's very lean.

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I can now go ahead and change things.

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I just need to remember to export the f x.

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And of course it's time for a challenge I'd like you to check your model so check your model for air.

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Any glaring obvious issues that need fixing and of course being lean about it fix them straight away

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or at least make a notes that some things need altering.

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If you can't fix them straightaway because it's going to have a big impact on something do make a note

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so you don't make the same mistake again of what's going on there.

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And of course share your progress in the discussions.

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Pause of the year now and give that a go.

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Okay guys welcome back.

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It's going to take a quick tour around my model and see if there's anything else that I need to know

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down.

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Now I'm going to look around my model since I've got it already loaded into.

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And just see if there's anything here.

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There have been a couple things that I've noticed that will also make a difference in blender.

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So one of the things I have noticed is a graphical artefact.

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If you look at this corner piece here it is flickering backwards and forwards.

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And that's because of how the mesh is a line some of the parts as I've been putting them together overlap

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with other parts.

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And I think they're overlapping by that point two of a blender unit or about 20 centimetres I suppose.

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But as you can see it's causing a horrible glitching artefact.

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It's certainly in unity and I'm pretty sure and there it is again on that doorway corner piece there.

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I'm pretty sure that if we start rendering things in blender it's also going to rear its ugly head there

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as well.

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If you remember back in the lamp section I had the two meshes on top of one another the original curve

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that made the lamp base and then the mesh I made from that curve and they were both being rendered at

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the same time that cause some horrible artefacts.

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And I'm pretty sure this is going to happen as well.

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So that is a very big thing that we need to sort out otherwise an end render is going to look quite

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horrible.

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Hello it's me again.

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Okay.

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So in the other parts that I need to start focussing on really is just need turning up these corners

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the great big holes there and these vaults.

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They need a bit of work.

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They're a great standing place holder racette but they're really starting to let down the rest of the

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scene.

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Now they're nowhere near the quality level of the rest of this scene.

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So I think that's the next they are going to be focussing on a bit of detail on.

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And then of course we've got to put something in this church I mean at the moment it's just an empty

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building.

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So how did you guys get on.

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Did you find out some glaringly obvious errors like this one I've made here with my alignment of my

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mesh.

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That itself is probably going to take me tens of minutes to fix so I won't bore you with me moving about

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pieces.

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In this particular lecture you'll see the end result shortly.

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Please post your results in the discussions and I will see you guys in the next lecture.
