WEBVTT

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Welcome to you v. manipulation in this video.

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You realized sometimes the Smarts a unique project is 99 percent of the way there but something is not

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quite right.

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It could be that a face is being projected the wrong way around.

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It could be that it's just unwrapped in slightly the wrong order.

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Now we move on to more manual control with scenes later on.

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But if it's almost there you might be able to work with what you've already got in front of you without

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having to worry about anything else.

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So we'll be using the U V image editor to change individual parts on your mapping.

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So let's hop straight on over into blender.

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So I'm going to be working on my corner piece at the moment.

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My Gothic church it's selfless just have a quick look at it.

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My new Gothic church after accidently destroying the old one is coming along nicely.

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And when we hop into rended mode we can see here that's the corner pieces.

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Sometimes they look okay because they're a different colour.

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That's absolutely fine.

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They look okay.

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But around these this window down here for instance of us zooming down there it just looks horrible.

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In that instance so what we need to do is give these a texture.

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But there are slightly more complicated shape than we've dealt with in the past.

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So let's go ahead and go back and open up that corner.

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I'm going to open up the U.S. image editor so I can see what we're working with.

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And I'm just going to hop into edit mode and do a smart u v project.

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And there we go.

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We've got r u v map there.

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Now what we don't have is immaterial yet.

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And instead of repeatedly creating the material over and over and over again what we can do is go ahead

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and link.

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We can't do that whilst we're in the edit mode.

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So let's go and link and then go up to my meshes and then to the wall was the ball the first piece we

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put it on it was yes and then material and grab the wall material and then the materials properties

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we just need to assign it we can see it's linked bill currently has no users.

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So let's go and click on that.

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And there we go we've got the texture on our model and it's looking pretty big at the moment.

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Now I've already counted my brick work and I know that there are going to need to be 12 bricks but it

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can be very difficult with the u v map to work out where the bricks are extra so I load the image in

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here.

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Hop into edit mode.

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Now I've got what looks like some of these pieces look like they may be upside down.

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So looking at I'm just speculating here but we've got this edge loop around the bottom that shows us

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the business under the ground and parts of it are up and parts of it down.

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So let's hop into face select and just.

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Yeah.

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So that one's up that one's down.

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And what will happen is if we start moving the U V.

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So if we go over to the V Ed and selects all of the points there we start moving things up and down.

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You will see that one side gets up and one side goes down.

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And if we whiz round the other side does it do the same.

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I'm guessing not because of the layout here.

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So once again move up and down.

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So that seems to be working in a reasonable manner.

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I'm guessing this edge does the opposite.

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Yes it does because I can see it's opposite.

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It's upside down over here.

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So there's a very quick way we can fix those problems and that's by selecting the face that you want

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and just rotating it by a hundred and eighty degrees.

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But not in the 3D editor.

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And he did move over to the other window first so let's go over it over here and rotate it by 180.

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I'm going to do the same here.

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There is select that face go over the u v image editor and then rotate by one a.

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And I don't know the other face that was moving the wrong way so I think it was this one here.

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So let's go in grab a note.

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It's was this one here so I grab that and again rotate it.

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Now I have just noticed a little red and Mark has appeared.

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That is a pin.

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You do have to be very careful with pinning it can ruin your day if you do not realize it has happened.

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So I'm just going to highlight all of my geometry again and we see here that one of the points there

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has gone red.

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That means it's pinned.

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Now under uv's we can pin and unpin with P and Oulton P And those themselves are very powerful We're

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not going to use them at the moment.

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So I say we actually want to unpin So make sure that that is selected and then oltz MP and we can unpin

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that I'll look at wire that's not actually unpinning I presume that's a pin that we put there that's

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another pin in the E.

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That's what a pin looks like.

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I I'm guessing I've not actually highlighted the right one.

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P other riego is cleared at that time.

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Don't know what was causing that before.

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But sometimes you have to try it out.

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So this face here is also upside down so I have selected it over here.

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Rotate.

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And rotate by 1 80.

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In the U V image editor.

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And I think I'd probably have to do this bottom one as well although this bottom one doesn't really

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matter because we're probably Oh no it does matter because we will see at the top of any of these pieces.

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Let's go in select those in the image editor and rotate that one again by one.

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Now we should see when we select everything and start to move things up and down we should see that

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it all moves at the same point this time.

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Now you can see there's a mis alignment and that's to do with the placement of these.

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Now we can move any of these about's very easily.

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So I'm going to make the 3D view a lot smaller there.

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And now I'm going to see if I can align these bits here so I'm going to go in to face select and select

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this whole face here and see if I can move it.

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I can move in as you can see I can map it to any area.

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Well be nice though as if it snapped exactly to the other bits that make up this section of wall.

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So I'm going to turn on snapping.

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And it's already on virtex Snap and that's almost head off my screen there.

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So you've got the magic magnet and the snapping type virtex.

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Now when I try to move it it will snap to the appropriate one and it's right next to it's have texture

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is going to flow across.

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We could have it share exactly the same texture.

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It's on the other one but that be a waste of our texture at this point.

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And that is pretty good.

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I'm happy with that.

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But the one thing I'm not happy with is its position.

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There's not enough bricks and what we can do here is move the entire object down to this cursor.

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So I'm going to highlight everything and move the u v map down.

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I peered out snapping on that's causing problems but to move it down so it's in the corner not can.

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Not exactly.

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Doesn't matter so much.

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But just roughly in the corner and then under my set the pivot point to that 2D cursor and scale up

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from there.

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Now if we watch the euv image editor and the 3D view as was scathing we can see that we're adding more

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bricks and the top isn't really changing but we're adding bricks in from the bottom so that is one brick

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two bricks three four five six seven eight nine 10.

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11.

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Twelve.

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Okay so that should now match up with the rest of our model.

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So let's go and save that and check it.

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We've applied this let's look around first.

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Yeah that's looking okay.

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Let's go to the Gothic church.

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Or your interior if you're working on something different and one may switch over to textured mode rather

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than material mode sorry.

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Aha.

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And that is looking much better.

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One of the issues that we can see is there's a tiny bit of misalignment here whether or not that's an

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issue at this point in time.

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I'm not going to call it an issue.

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However it is something that we need to pay attention to.

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It looks pretty well aligned here.

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It actually looks like the wall texture may have a different number of bricks in it which is why it's

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getting misaligned in places because the it is perfectly aligned with the archway itself.

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And it I think we need old to some of the other ones to a standard this one look doesn't look right

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as well.

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So we've got a few other ones to modify.

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So they all line up and I'm going for 12 blocks in my case and if you're using completely different

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texture obviously they will be different numbers as well.

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But that's coming together really nicely now.

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Ann is not making it look so horrible.

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There are a couple of other pieces that I will need to make sure are unwrapped suitably and a texture

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applied to them an appropriate texture applied to them and of course with that in mind I have a challenge

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for you guys.

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I would like you to manipulate your uv's So get your brick work texture aligned across your basic building

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blocks the ones that require the brickwork texture on.

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Of course now it doesn't have to be perfect to this point but get it close enough.

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Remember we're still working at a relatively low level of detail starting to look pretty good even at

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this low level of detail.

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But we don't want to go over the top with trying to align things absolutely perfectly.

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When things are still subject to some change balls a video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go through manipulating some more uv's.

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So I am has she quite happy with not faffing around with these particular textures at the moment in

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time.

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They're good enough as place holders and I'm only going to be of minor tweaks and as a say I may even

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change just texture so I don't wanna faff around with that.

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But this at sure large object here and these here might actually be worth texturing now.

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These are not separate objects I have built them in.

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This scene itself.

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So that means I need to do all the unwrapping etcetera.

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In this main scene and the reason of course why they are not linked objects is because they're bespoke

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to this particular scene.

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I'm very unlikely to use these parts anywhere else so let's go ahead and unwrap and use a smart yuryi

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projects and then you're into edit mode on that and unwrap the model.

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Duly disliked everything.

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First try again.

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There we go.

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So now we've done that.

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I'm going to have to have a look at the 3D.

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Have a look at the image editor and we were on renderer result.

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This is always confusing when that happens.

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So I have a couple of roof parts here and these two triangles.

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In fact in this case I'm going to open up my cinderblock which is a linked.

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Object there and in fact and apply but not to everything I've got.

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Be careful here.

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I only want the cinderblock texture on these faces that I can see so it's worthwhile actually resetting

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the euv Completely and then going ahead here and doing a face select and selecting the faces that I

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want so those ones are fine.

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The rest is a roof piece.

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There are some internal faces that I need so I'm going to grab those as well.

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So that's those done and we've got some on the other side.

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Or have we.

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No we haven't got any on the other side so that's fine.

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That's all we need to unwrap for the brickwork texture we need to unwrap the rest of it for anything

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else and the other side is very similar.

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We don't need to worry about the other side asshole.

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And we've also got a right angle triangle at the top there and that we will need to unwrap.

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I probably won't do that in this video are do that outside.

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It's a very similar process to this one.

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So now that we've done that what we can do is apply the material which is the wall material which is

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fine now is applied it to everything on our model.

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That's okay we can go and change that later but we see here it's applied.

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This all skewed.

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So what we can do there is go over to our u v map.

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What we have an unmatch So let's go and unwrap.

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So there we go we've got a much better use we unwrap we just need to move these around so there are

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a more appropriate angle.

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So ominous us first of all selects in face select.

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Oh that's great.

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I've whizzed round to the other side of my model.

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I'm not editing this.

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This is a link to one.

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I need to go over here severiano That's my confusion.

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Some to select this lot first and in the movie images that literally rotate it round until it's facing

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the right way we in which case it's going to be like that.

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I can now move that to the lower corner as we usually do and then scale it up around and set the pivot

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point for the 3 the sorry the two Dhikr I keep forgetting that.

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Now I'm just going to move the corner without snapping turned on so that's roughly over the 3D cursor.

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Then I'm just going to scale up.

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Now I could literally scale this up until they match.

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And in this case I think they do there.

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So let's quickly zoom in and have a look.

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I've missed it slightly there.

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Is that it.

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No we need one more layer of bricks.

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There we go.

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So you can do.

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Oh I know I don't think I've got the right number of bricks here at all.

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And you know what I think I'm going to get it close.

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But not perfect because again we can manipulate that around later as well.

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Now I'm just trying to work out why it's gone a bit skew way off.

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Nice thing.

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I think it's the extra corner a bit down at the bottom the extra.

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20 centimetres or so.

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Part of the wall there but I'm happy with that.

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I just think the make sure that is then adjusted on the inside as well.

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So here I said that's it.

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And it looks absolutely atrocious and needs to be more like that so that's turned snapping back on.

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Turn it off again for moving you up in a place in the top corner because it's easier to work that way.

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And then I need to move the 3-d cursor but because it's position on the image isn't critical to working

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anything else out.

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I can pop it down here instead.

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And scale it from there.

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And we need the scale it from 3-d cursor of course so let's select the pivot point as the 2d cursor

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I will get that right one day and I'm going to scale up from there until they run once again roughly

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match.

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Which is going to be about that.

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Oh no not there at all about there.

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You rotate they'll look about the right size there.

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So yeah I think the issue there is the extra 20 centimetres or so that's in there.

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But looking at it from afar I don't think we can spot the difference at this range.

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I certainly can't tell the blockwork isn't consistent there at all.

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It's made the roof look quite interesting actually because it's scaled them up.

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Now I'm going to go ahead and do my other parts as well and will have a look in a moment at the finished

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model.

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Okay so I've gone around my model and I have altered a few bits and bobs and is going to go take a saw

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immaterial mode so we can just have a quick look after this area here and this is the one the U.S. map

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that we're looking at at the moment and I've matched up to the bricks.

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I'm just going to leave this pseudo tiling on the air on the roof.

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There obviously is different directions there but it gives it a little bit of interest.

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I wonder if anybody will spot the difference between the tile house anyway and I've changed the colour

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of the door archways that terracotta colour was a bit bright.

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Now the rest of the.

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Image itself.

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The rest of the church is improving slightly.

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I've got those bits lined up and I also went through and just sorted out the alignment here best I could

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as well because that was quite a bit off and if we were close she would see it and it works reasonably

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well from the inside at the moment as well.

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How did you guys get on.

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Please share your newly textured churches or interior environments in the discussions and I will see

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you guys in the next lecture.
