WEBVTT

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Welcome to adding more detail in this video you will go and do some organization to the outline before

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things get out of hand if it's like minors at the moment it's not too bad but it's starting to get a

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tiny bit unwieldy and we need to make sure we name things appropriately.

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We'll get an elodie B level besch object ready to be linked into our main scene.

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

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So I am going to go ahead now and open up my.

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Oh where is it here.

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Front door.

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That's work on the front door itself.

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I'm going to make the U.S. image editor a bit smaller but I'm going to be using that in a few moments.

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So let's go ahead here and just have a look at this.

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Outliner itself it's a bit of a mess.

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So the first thing we can do here is create a couple of empties to organize things.

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I know immediately.

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I need to be in object mode.

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I know immediately I'm going to need an empty and I'm going to use a plain access as I do normally and

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I'm going to call 1 elodie a lady a barm also going to here put in there that is the holder because

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that's what it's doing is your elda.

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Now the reason why I've done that is when we import them into another scene none of these have.

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When we link them they all come across as objects.

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Little square blocks because their object data it doesn't tell us what type of object they actually

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are which can be a little bit confusing.

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On first glance.

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And if you haven't named them correctly.

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Well that's going to be a very sore point as you start moving things about.

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So I've duplicated those two air load D and I'm going to make it an elodie B Holder and the other one

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is going to be called archive.

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Oh I can't spell archive but there we go.

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And I am looking around my model itself.

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If I enable these things I really do like this smooth arch way.

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I'm going to go with my block working set so I'm going to move those two archway profiles.

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Bear in mind there curve objects anyway to the archway profile.

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Now this archway array is going to hold down control there and make sure I turn off everything under

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the archive empty there.

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So I want this one that's the one I want to move across so I will move those two.

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I'm not going to rename them at the moment but I'm going to move those two into the elodie be holder.

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I've got an l o d b front door and that is the actual door itself something to put that there.

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The elodie that needs to go into there and the archway itself is that the.

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I'm not sure what that one is that's hide everything else would be useful to have the actual doorway

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on itself.

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The elodie be archway.

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Ah yes that's the one we extruded manually.

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Im not going to use that one at all but Im not going to delete it at the moment.

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Im going to call this L O D.

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B Well it's not elodie I don't want to confuse it with the actual l'eau mesh mesh when we solidify it

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in a bit.

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I'm going to call this extruded arch way.

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Might as well say what it is.

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Hey.

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Okay and I'm going to pop that in the archive.

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This was out of way.

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Of course if you really don't want those you can just get rid of them just delete them out of your scene

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especially if you're using version control.

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If you are using birth control then you don't have to worry about doing any of this because you can

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always go back to how it was at this point anyway.

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Now I am using version the job I just want to show you this particular option later on when I start

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trimming out all of the nonsense are probably want to get rid of anything.

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I really am not using just to keep things simple so the archway array that we've got here that needs

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to be moved to l.a..

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DP Okay so now we've got that I'm going to turn off elodie and go to the B.

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Service is what we want we want.

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This is one solid object so we can just import it as a whole.

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The issue is of course at the moment.

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This isn't one mesh object.

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It is a combination of two mesh objects and a control curve and a series modifiers.

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So we're going to have to be careful about how we go ahead and apply these things because some of them

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once we've applied them we can't undo them again.

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So with that in mind I want to join all of these bits together.

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But first of all let's get all the texturing and everything else sorted so the wall itself.

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I'm going to switch over to ren mode.

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The wall itself is going to have the same material wall door material now is not quite there yet because

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we have not unwrapped it to tell it how to put the texture on the wall so the material is already set

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up with the texture in it.

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We just not defined how the texture is mapped so I'm going to go into it.

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I'm going to come out of rended mode go into edit mode select everything hit you and smart use projects

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that worked before it should work.

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Now I'm going to pivot this around the 3-d cursor it's already selected to select everything and just

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scale it up so it's roughly right again at this point in time.

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It doesn't really matter if it's not accurate because were bound to make some changes once we start

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building up detail the changes themselves are the detail essentially.

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So with this in mind let's hop into surrendered mode.

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That's absolutely fine if I go ahead in object mode and select the bits going around the outside.

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The brick work and going to call it brick work.

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I am going to give that a new material.

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I call it brick work or no no arch block work or something along those lines.

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If I call it brick work that kind of got a different meaning I want to avoid.

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I want to avoid confusing myself because it's so easily done.

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I can give it whatever colour you want.

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I'm going to go a bit outlandish at this point in time I can always change at any point but just to

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make sure it's really apparent that the materials have come across individually after we've joined all

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this lot together.

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So looking at the modifiers tab.

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What's going on here is you've got a layer or a layer here of four modifiers in total.

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And some of them when we turn on and off dont make any difference whatsoever in terms of the general

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layout and in this case I would do want to keep it as low poly as possible so I am going to actually

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just turn off the subsurface modify it's not difficult to reapply any points that aren't any special

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settings I've just gone for too.

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So with that in mind I'm literally going to delete it from here.

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The array defines the length of the repeat.

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And the curve defines its shape.

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That's sorted now if I had if I was doing this with a bit more detail I would probably remake the curve

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so it stops halfway and then that mirror that's around and around the other way as well so it comes

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on both sides of the door and that way we get a much better lump at the very top.

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So it's not well so it's not asymmetric so symmetrical at the top.

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So with that in mind we are going to go ahead now and solidify these and make firm into one object.

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Now that we've clicked apply we've got to mesh objects left in the scene so that the arch way first

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and then the thing rejoining too which is the block work behind.

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And I'm really going to hop out of here so I can see what I am selecting Also we've got a dark orange

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around everything that's selected and then finally the active object has the light orange and go control

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and J that's now join them together into one mesh but it's retained all of those material properties.

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And that now if I make sure the naming is appropriate so elodie be front door I dont need one there.

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Ldv front door that is what I will need to import when I go to my main scene and with that in mind I've

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got a challenge for you guys.

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Now this challenge can be as big or as small as you like but I would like you to up your models to l'eau

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dbe status so increase the level of detail of your building blocks you are using in your scene.

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You don't really have to up the level of detail of a wall segment at this point in time and you certainly

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need to be careful around the perimeter.

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Otherwise you cause it to look horrible when they're joined together.

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We'll go into more detail of how to ensure that works properly later on.

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And I'd like you to link them back into your main scene.

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Remember.

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Replace your elodie a parts with elodie be.

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Where appropriate.

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So if you don't need the extra level of detail don't worry about adding it's at that point.

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As I said off the wall parts I'm not going to do anything to that at the moment.

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And of course the floor the walls and the floor at the moment can stay as solid blocks.

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We don't need any extra detail at this point in time.

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So both 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 go get my doorway into my scene.

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Right so let's go ahead and make sure that it is saved before we do anything else and open my Gothic

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church scene.

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So let's go ahead and as you can see here set it so it renders a bit vertically from the outside from

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this camera.

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And just to show you guys real quick and then we'll link this other part in I have literally just reverse

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the resolutions here.

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So instead of being ten feet wide.

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Sorry.

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920 wide it's 920 high by 10 feet wide and that gives us a wide screen on its side anyway anyway so

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let's go in and first of all go and grab that so we need to link the file.

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Go to our meshes our front door object.

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And here we go.

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This is why I was saying naming is really important because if we have lots of things that were similar

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in names then you wouldn't be able to pick which one it was and you can see here they've all were the

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object data block.

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Now of course you can filter in the menu of options at the very top.

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Here we can turn turn on.

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Is this seen as a curve is it an object.

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Is it a mesh.

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Well not in this part of it.

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Etc..

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So we can filter up the top here and we can hold down Shift to term more than one of those on an arm

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can move them all turned otherwise you can get very confusing and I'm going to go ahead and link in

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the front door.

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There it is.

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And I'm not sure what layer it's on at the moment has it gone to the right now.

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Yes it has.

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And of course I need to select that and make it a proxy then I can start doing things with it.

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So we've got a couple of options here as to what I want to replace so I've used the archway itself at

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the very top of my church but I dont know at the moment whether I want the fancy bit around it.

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But I know I certainly want this one down here.

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So this obviously has own object data block here.

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Now we just go and try and change that.

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My initial thought was that would be the one of the best ways around doing it.

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I can't type that in there.

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I need to first of all select here.

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If I now go and type in d e.

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And a school B.

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There it is the front or proxy.

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It doesn't actually do anything.

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It literally just changes backwards and forwards all the time.

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What we need to do is change the mesh data.

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So lets go to the mesh data part of it and select elodie.

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Front Door 1.

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There we go.

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That's in there.

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Now the one thing that we've got so be careful with here is when we've got multiple objects in our scene.

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So we've got another one of these doors over here and I can't select everything else.

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Now I've selected this one and changed it over.

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So what I could do before actually applying them.

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Let's do it with the walls for instance so those silly with the walls we selected the walls and then

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we can use our linking options as we've done in the past when we've been creating these and moving them

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about.

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So I can go shift in how to select all of the ones that share the same object data and then it's highlighted

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all of the wall 40 force.

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Now I can go in and go and change that by clicking making the act the selected active one misword down

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at the bottom.

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Because that's already in the scene can also change one of these to the door and then go control and

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L. And then we can make a link and if we do object data we end up with big doors all over the place

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or Windows of course if they're high up.

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I can then set it back again if I wanted to but since I'm just toying around here I'm just going to

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undo.

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Of course now I can go in and move the other parts in as well.

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And I will see you guys back in a few moments.

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Well are those Zen.

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So I'm midway through constructing my window piece at the moment and few things as you can see the outliner

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is nice and neat at the moment.

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One of the things I've realised is that I want to use the material that I created in the last project

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of the actual door the blockwork I think I called it BLOCK What door block wrote archway blockwork.

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I think what it is anyway I can go in and go file link.

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And as we are more ready I've already gone to it.

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But I need to go to my front door blend file into the material this time not the object but we want

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to go and grab the material and there is Arch and blockwork.

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Once I've linked that I can make sure I've got the appropriate mesh selected and under the materials

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tab here we can see it's linked and apply it to there.

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I've also decided to make the texture slightly smaller because I don't think it was making it look a

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bit Noddy's actually the blocks are looked far too big.

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I think this is a better scale for them.

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One thing we have to watch out for with scale is repetition starts to become more and more apparent

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the more and more you scale or tile a particular mesh even if it is already a tiling texture it can

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become apparent that you've tiled it.

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If we're not careful.

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But that's absolutely fine and it also the other ones as well.

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I'll continue working on this particular model and I'll see you guys again in a few moments.

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So now I've brought the window itself into the scene as well everything's coming together nicely and

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this is going to give me a basically go ahead or not on whether the textures themselves I need to do

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the wall.

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So here we go being lean about only to do the wall as well.

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But whether the textures themselves if that's the right size.

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Now that does look much better.

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I'm going to change the wall and see how that looks as well because that takes up a vast majority of

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the entire rest of the model.

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Okay so we're back in the church hop into random mode and that blog post you can see a bit of repetition

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but otherwise that is looking pretty good.

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Does it match up with the model underneath.

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Yes it does it pretty seamlessly as well.

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I'm liking how this is coming on.

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I might go ahead and obviously change the colour of this.

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It's almost terracotta at the moment and we can see one of those rendering artefacts that I've mentioned

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coming through just on this area here.

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So I still need to sort out the actual alignment of the building and lots of other things to do with

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that.

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But I did want to make sure I got all the brickwork and everything right.

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First before I start messing around the underlying structure.

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How did you guys get on how are your elodie Level be piece coming along.

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