WEBVTT

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A guy's welcome to problem solving in this video.

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You will realize that starting again is sometimes the best option.

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So a little background story here.

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I was busy reorganizing my parts.

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I accidentally did something and the whole scene just fell apart on me.

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And I had a choice at that point do I try and fix the problem or do I just put all the pieces back together

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again.

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It turns out that after I made my changes to my nave that I had a problem with the scale and position

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of a lot of the other bits of my model.

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So in essence starting again was actually the best option because trying to move everything else subtly

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in between was just not an option.

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So we're going to see that even the well prepared scenes can be broken by subtle changes.

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Now we're going to get help with problems that you may have run into when making your building as well.

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So what we'll do now is hop on over into a blender and just go through some of the annoyances that I

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had during the construction of my building especially with modular parts.

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There won't be a specific challenge in this section but I would like you to share the challenges and

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production methods that you've gone through so we can all share our group knowledge and help each other

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out when it comes to constructing more complex items from individual parts.

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So let's hop over into a blender.

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Okay so I have started a brand new blender far here and reimported all of my pieces.

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What happened that made it go horribly horribly wrong is that at some point during the construction

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I had hopped into edit mode on my pieces and the origins had moved and the alignment was no longer working

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as it should have done.

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And when you hop in to edit mode and move your piece you're moving it in it's own local space which

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of course means that when you hop out of edit mode all of the other pieces that are linked to that one

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also move and your whole scene falls apart rather than trying to fix that problem.

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I'm going to build myself a new church with my new pieces and put it all together whilst we're thinking

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about how it's constructed.

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One of the things we need to take into account is how the pieces actually interact.

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You can see here yes they are still only linked models haven't made them proxy yet but we can see where

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the corner piece intersects with these other pieces.

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We've got a graphical glitch going on.

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Now one of the ways of making sure that you avoid graphical glitches like the one in front of us and

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tiling problems in general is to either create parts as a whole which is difficult because I like the

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idea of having modular.

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One of the other things we can do is force the issue.

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And what I mean by that is making this corner piece an action bigger slightly.

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Then the pieces joined to and that introduces a natural break in the image in the actual geometry itself.

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And we don't end up with any overlapping which means if we do need to push apart inside another part

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for whatever reason that it's not going to cause a graphical corruption.

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So for instance this one here has this funny hash here some scanner save the file that I'm working on

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now in the corner pieces of I got a short cut to it.

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No I haven't.

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Let's go to the corner.

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What I can do here.

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Is hop into edit mode and actually pull these faces out slightly.

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So I'm going to extrude.

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I want both of those faces and group strood here by point one doesn't have to be much.

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Now this is speculation of how it's going to look but I'm going to be mean about it and try to extrude

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this way by point one.

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Okay so now the kormos ever so slightly bigger than anything that surrounds it.

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I haven't changed the origin or anything else of this model.

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Hop out.

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That looks okay so far.

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And let's go ahead and save it.

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Now when we hop back in to our Gothic church in new we see that it's all somatically creates this little

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ridge.

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Now I can see straight away of it matched up in that way it's going to ruin the door because we got

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the door in the window on top of one another there.

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But this piece itself is now if we push another bit of geometry into it like a plain wall piece is not

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don't complain at least not on this side.

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Now we've got to think about the other side which is also going to have some graphical corruption.

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Of course we want to make these changes subtle and not make them so they stand out too much.

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So one of the other things we can do here and it will vary from model to model is opening up our corner

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piece again this is one of our structural pieces is actually taper these outer edges in.

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So it's.

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So there will be a slight warp in me in the surface itself.

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So if we grab this edge here and we're snapping turned on let's and merge vertices turn on and all.

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If we snap to a vertex I should be able to bring it all the way in and then that will look like that

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from the top.

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This is its profile and I'm hoping that's going to look at and again this is all about lean production

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We've spotted a problem.

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We're going to try and fix it in creative ways or useful ways.

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So we've also got the issue on the inside as well.

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Now I am going to grab the face here extrude by point one I'm using Point one here as an example it

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doesn't have to be of course.

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And I'm going to push that corner back into itself so I'm going to move it to there and do the same.

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This face here in the extrude it will have hit by mistake and then extrude it by point one and then

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push this edge that we can't see if I can select it even through a model.

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Note the Happer hop a wire frame to do that and then try and get the right one so that one there.

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All this is this is more tricky when you've got it are going to have to do the whole operation in wire

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framed so that sume in here and see if we can find the right one.

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We're going to move it to that point there.

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Okay so now let's have a look around our model in object mode.

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It looks okay looks slightly wonky from the top but that's okay.

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It will be slightly one key and that should help us when it comes to corner pieces.

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Now I don't know how it's going to look it might look absolutely atrocious in which case back to the

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design board and we'll remodify it but this will stop me having too many artefacts.

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Of course if I push something in into this model so I want a shorter corner piece.

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The issue will still be there be there that there will be a tiny ridge here so that doesn't quite solve

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that issue.

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So anyway enough of me speculating let's see what it's like in action.

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So back into here and that looks fine from the outside.

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And looks fine from the inside as well.

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It's no longer going on top of one another in fact that way it looks like I've skewed it the wrong way.

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I wasn't thinking Oh no this is why hopping backwards and forwards is very powerful.

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I've put a lip in when I didn't want to let.

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I've moved them in the wrong way.

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Silly my silly silly silly.

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So of course we can go back and correct that and I'll go and do that now and then I'm going to reconstruct

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my model because of the fatal error I did earlier where I moved one of these in edit mode and it caused

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the whole scene to fall apart i literally destroyed my church in a few clicks.

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The other thing that changed the fundamental design of the church was the vault itself.

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I didn't realise quite how this would modify the scene that I'm working on.

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As you can see here it's slightly wider than the other one.

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This is where the pillars of the church are going to be sat.

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And because of the width of it's changing ever so slightly it cause the rest of the model to need to

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be have a rebuild anyway compounded with the problem that I created last pose I created the vault as

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well.

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But compounded with that problem it's going to be far quicker to just reconstruct my church in a very

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similar manner to how it was before.

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So welcome back.

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And I'm in the middle of constructing my tower piece at the moment I just want to show you a really

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quick way probably already know about this but might not be doing it.

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So I'm going to hold down g and Z and then hold down Shift and move that up to a micro blender unit

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so then point ten of a blender unit and I'm going to duplicate this again and move it up on the said

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axis and then up another two and obviously I'm doing some micro adjustments here as I go just to make

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sure that everything is aligned properly or it's got to duplicate it to GZ up to their GZ.

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I didn't need to do that twice.

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So I'm happy with that being four stories here.

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I can select this and move it down so it's covering up the right.

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There we go that's roughly in the right place.

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Okay.

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So now that's constructive.

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But that looks well silly.

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So now I've got all the basic pieces in place and you can do this not only with these are used blank

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walls and then put wind where I used blank walls I could put a door in here and windows down here.

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But now I have done that I'm going to select my blank wall piece which is over here and make sure it's

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the active object and of course go control L and make links to the object data and they go replace all

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of those parts very quickly.

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So you can build up a basic building block very quickly and then just substitute the parts in providing

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they all match.

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Brilliant.

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Now just got to make the rest of the church.

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So you guys in a bit.

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Okay so finally after moving lots and lots of bits about and making sure they're looking nice in this

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hierarchy over here.

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So then I can turn off individual parts of the church as I am when it's necessary.

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It's all come together rather well and much better than the first attempts at it.

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And it's taken a couple of hours to get to this point with all the tweaking and moving and the additional

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parts I've utilized a right angle triangle to make a roof section going along there and here and over

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on this side.

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I've got a right angle triangle just there so that when we're inside the church let's go to fly around

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mode.

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We can actually have a decent line coming in and not a square like it was just using a wall piece previously

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and it just looked absolutely horrible.

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Okay this is coming along really nicely.

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What problems did you come across when you start adding level of detail to your model.

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Did you have to remodel only think.

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Did you have to read skaer let me think.

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Did you accidentally destroy your model and have to start again.

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Don't worry.

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We all do it.

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It gave guys remember to show your work in the discussions and I will see you guys in the next lecture.
