WEBVTT

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Welcome to complex shapes and you ve mapping.

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In this video you will have a quick tour around my church fault.

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It is by far the most complex model that I've got in my entire scene.

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And we'll see the challenges that we can have with more complex models.

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We'll go ahead and troubleshoot some common unwrapping issues that you may run into and work out ways

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to make an unwrapped easier and quicker.

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

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So the Volt just to remind you guys is the bit that we haven't really done anything with yet.

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There are several of them in the scene here as recency.

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There are a few issues.

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They overlap one another.

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There's some strange edges poking out of them as well.

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Have to have a look at that in time.

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It's come together really well.

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But it's starting to look out of place and a little plane.

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So we could probably do with ah probably not this texture but we can slap that one in any way just to

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give it a similar feel even if it's scaled slightly different maybe it's certainly going over the top

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of itself here.

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And in general I don't think it's suitable at the moment for just unwrapping.

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So let's go open the file up and have a closer look at it.

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Okay so here is the church vault itself and I will first of all just take you through how it's constructed

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because what you're seeing here is the end result and that's not very helpful.

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In fact I'm going to probably have to go back from the end result any way and re make some of it but

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that's fine.

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That's sometimes something we have to do.

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So it's going to turn on all my layers as well.

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So I've got something else turned on somewhere.

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There we go.

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So the whole thing started with the elodie a which was a very simple is looking funny there because

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I got back face Cowing turned on some was going to turn that off for the sake of trying to show you

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stuff.

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So I constructed this basic Voltz and then used it as a basis for some curved base geometry.

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So I've gone ahead and created that curve.

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There you can see it's more of a square than a curve.

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But that makes it easier to model with it as well because I can link things to this midpoint in between.

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And then I made one going the other way and this one looks a bit different but it's not that different.

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It's just got smooth shading applied to it.

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And then I went ahead and did some other things on top.

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I put some fake bits where the pillars would go to start to build a tarp and.

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Yeah.

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That's it basically and then I skin I joined all these bits together and started skinning if we go to

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the actual mesh itself.

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Hallett's Turn Off these other bits.

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We go to the mesh itself and turn on flat shading certainly helps to see what's going on.

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I then went ahead and all I got some more stuff turned on here I'm just going to turn off the length

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and I must have been measuring something at some point.

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So the whole part is only this one quarter.

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And as you can see it's them mirrored.

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To get it.

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To get these other pieces out.

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Now looking at the model itself you can see that the original arch ways are here and here and under

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here as well.

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The reason you can't see some of the other bits if we go into wireframe you can see the original arches

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the ribs.

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I'm going to call the ribs.

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There we go.

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That make up this and this.

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There are simply faces on top of them.

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So give it ace top and bottom surface.

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So now that I've got all of this sort of laid out one of the problems with a u v is well if I try and

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utilize this so I then condense that down in so this.

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I mean that it so I can't hide it.

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This final model here which isn't perfect by any stretch of the imagination but it's a good halfway

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house at the moment and it's not very suitable for unwrapping Let's see what happens if we try letting

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blender do it for us so we can see the impacts of having a more complex model and we can go into some

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details in a moment of other things we can do.

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So we've got renda result here.

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I'm just going to clear that's going to select it and go into edit monas still got those length items

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turned on amrullah Select everything unwrap an umbrella you gonna glue unwrapping of you smart you reproject.

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Wow look at that.

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Now whilst there is a unwrap it's not very usable.

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I don't know which bits which And I'd have to do a lot of cross references.

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So this model is too complicated for a basic smarts.

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You ve unwrap.

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In fact it's too complicated.

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Just full stop.

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If we just get rid of the movie image editor for a moment.

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This is made up of actually more than one component these windows and the window frame itself so this

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area here that's doesn't need to be a part of the main model that can be a separate item and that will

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make it both easier too.

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You ve unwrap in the first place and also when making the vault and introducing it to the main church

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I can put windows where there need to be Windows.

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The other thing that stood out especially on the Gothic church go see this insitu because we need to

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be lean about it not just talk about it abstractly so we have the.

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Let's just go in here and just have a look at the aisles and naves.

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Nothing else on here now.

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One of the issues with this particular model at the moment is that these bits going across these braces

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if you will don't really make any sense.

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They make sense to me when I was putting the window frame in as the base of the window.

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But I didn't really conceive how what would happen if I put all of these bits together and one of the

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problems that I run into is when we go a long and let's find the transects and put that back on.

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Well let's just enable everything else.

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You see that the windows facing this way and we need another window here and that's going to be pretty

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difficult to do without a separate window piece to go in.

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So there's another reason why the window piece needs to be separate.

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Now it's worth bearing in mind at the moment that this bit on the end is a customized piece and so's

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this one over here.

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Or is that just a scaled version that might be a scaled version.

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But this is completely customized.

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Which means that any changes I make to these ones will not come across to here.

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Some men might have to rebuild that but that's not a problem because that was a very quick scale in

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this direction and then put it all back together again.

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You see it doesn't quite line any way so needs to have some more stuff done to it.

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So what can we do to our faults to make it better.

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One of the things we can do is to separate out the things that we don't want as part of the main model.

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We could go so far as to separate out the rips and then separate out the roof and then separate out

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this that and the other that might be a bit over the top but certainly the main vault itself the support

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pillars and the roof or the ceiling depending which way of looking at it they are definitely all one

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item.

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The window itself is a separate item and so it should be a separate mesh object as well.

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In fact I can call it elodie B vault window to be explicit about it.

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So I'm going to have to re.

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Well redo this separate them out.

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Fortunately I kept the old data a duplicated it before solidifying it down to one mesh object.

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Turns out that's not ideal in this situation.

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The other thing that I didn't realize at the time of course is these pet these volpe's share the same

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place when we've got more than one of them.

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We put them next to one another and we end up with intersecting like that so we end up with meshes on

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top of one another.

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Of course when we end up with meshes on top of one another we end up with it getting quite horrible

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and nasty and we end up with lots of artefacts in our model.

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So quick challenge now for you guys.

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I'd like you to think about breaking down complex models.

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So do you have any parts of your scene that are going to cause you a headache if you try to unwrap the

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mess they currently are.

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Are they actually made up of multiple components.

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In which case it's likely that they need to be separated anyway.

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Can they be broken down.

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Are they really more than one model.

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Something to take some thoughts on.

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So pull somebody agao look at your models that you've got.

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Think about if you can increase the level of detail to elodie see on any of these is anything you are

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doing now going to impact that model further down the line.

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Pause video now and give that ago.

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Okay guys.

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Welcome back.

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Let's have a look at my vault and break it down into its component.

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So just looking at my model itself I do have separate items as I've kept them.

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I think first of all they need sorting out and so before I do anything else will remove the modifiers

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that I have applied.

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Obviously if you've built your walls up without modifiers this won't be that much of an issue.

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But in this case I'm want to remove the.

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All those can have both modifiers gone out the window outline again modifiers gone.

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In fact this outlined here is completely irrelevant because it's part of a window base.

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So this and this are all part of one object.

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So the question is should they should be part of one object shouldn't they.

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We can sort that out so let's make sure that we've got the mirror at all for the moment on any of these

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bits.

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So I'm going to remove the mirror there as well and you can see him using the mirror to my advantage

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and the solidify as well.

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And I've got a few other bits that I need to correct on here that stray edge that was somewhere down

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the base here.

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And I'm going to remove these feet completely and make them part of the pillar rather than parts of

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the vault.

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Oh looking at that I've also got intersecting geometry here as well so there's lots of things to go

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ahead and fix it.

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This particular model that doesn't look like it straight down there even.

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No it's not so there's plenty of things to go through.

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In fact I'm probably going to remodel this with the.

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Just making the window by itself.

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Here I am.

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I'm working on the window at the moment.

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I've set up a bevell objects to some a circle for there are curve to follow and I've decided to use

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Curves because they give some quite awesome results.

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So let's just give this a go now so I'm going to select the first point and control and click control

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and click here and here you can adjust that in a moment come back through here.

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All the way down here.

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There you can see straightaway that we can start to get some really really nice shapes going on.

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Obviously some of them the tweakings have an not a not so random kennett's that's that's quite nice.

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It's a bit cluttered in the middle here and like trying to get things that all crossover at the same

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point.

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And it looks deliberate servers three things crossing over here.

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I will move that in to pass.

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There they go a bit more of an interesting shape.

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So you can end up very quickly with a source of a pattern that might be a little sparse for a window

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this large.

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But one of the other ones that I was working on look came out and looked a bit like an angel which I

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thought was rather cool.

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I get round the right way.

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So that was pretty cool there.

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And then I tried another random shape and I also tried setting it to vector's to get more of an angular

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display as well.

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That's pretty pretty powerful on how to get those sorts of quick shapes out there and make it look a

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bit more like it was made of obviously stained glass or something along those lines.

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Hey Okay so I've been enjoying myself and playing around with various window designs and I've come up

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with a few great fun.

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I'm making my way very very quick to do so I've got this one in front of us named window Why don't know

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why but there we go.

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The standard window profile son was the one we had first of all I've got my angel.

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And I have gots this which is my first attempt at squiggling over V over the window.

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So all that's left for me to do now is convert these curve objects into mesh objects and then make the

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various windows from them.

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Right so I've been in I've done my conversions that I need to do sir.

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Now all those curves are mesh objects I created each one of the windows individually with its own frame

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as well I don't think that needs to be separate so that's gotten all the complication of the actual

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window part out of the way I've removed the base bits that don't matter anymore so that just leaves

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us.

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This still somewhat complex object.

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It's not just like a solid object.

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It goes back on itself.

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So in order to get this done and cut it up appropriately we're going to have to use something called

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seams and would talk about that in the next lecture.
