WEBVTT

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Welcome to applying a normal map in blender.

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So this is going to be the continuation from the challenge in the last lecture where we create a normal

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map just to remind you of that challenge we're going to take.

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One of the models up to at least 10 levels say Now I've already done that because it takes quite a while

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to do some modelling.

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And we're going to create a normal map of that and apply it to a lower polygon model and then finally

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are share the two side by side so we can see which is which.

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

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Okay so I've opened up my window and this is the file that I have been working on.

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I've got my elodie B and I've also been working on an L O D C so let's enable that and this is what

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it looks like he's got a few quirks here in there but overall I'm happy with the outcome.

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It looks much more higgledy piggledy than another one would.

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So there is a couple of things that we need to think about before I go forward and the first one is

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this material now in a moment I'm about to build up a new material based upon my original wall but it

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is going to be unique to this particular model.

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So in that case I don't think I need it linked anymore because as soon as we apply the normal map there

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is specifically for this model simply because it's got a hole in the middle.

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We are well we can't link it anymore so we can actually break that link completely.

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And I've clicked the little icon there so it's now local to this particular model.

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Okay so now that we've done that I'm broken that's a wall link.

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We can now start working on the model a little further.

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The first well I'm not sure what order to do this in that it doesn't really matter in many ways but

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I'm trying to go through it in a logical manner.

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I think I need to deal with the multiple you v maps.

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I know we with an image so let's create a new image and call it window normal 44.

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Oh that's badly spelt normal.

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There you go.

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And if we now have a look at the U V map if we try and bake to this image it's going to cause a problem

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and show you that.

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Now let's see if we can bake straight away Sir elodie see to elodie B.

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That's fine.

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Is selected Let's scroll down here.

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Go to break.

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And we want normal selected to active.

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And the race distance I'm going to go for points.

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Not sure of it's going to be OK.

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No active image found in material wall.

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Okay so we run the risk here of overwriting an image.

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If we're not careful so let's proceed with caution.

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Okay.

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It's currently assigned.

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We've got the wall texture here and that possibly the wall material and the texture that we're trying

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to write to is a generated texture.

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So we need an image texture.

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And here is the church block work.

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We don't want that we want the window normal.

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So I've swapped over to that that's now our active image and I'm going to hit bake.

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Excellent.

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So that's done exactly what I thought it was going to do.

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It's updated the.

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Wow that looks absolutely out of the sky but anyway so you can see here that the UV map is too big for

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the image so we can go and sort that out.

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That's not a problem at all.

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We need to basically scale that image in.

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So I'm going to go ahead or scale not the image sorry the movie map in but we need a new you v map first

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so I'm going to go to you v maps in the data properties and then add a new You've come out and I'm going

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to call it normal map instead.

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Now that I've got a normal map there we can go ahead and just bring this up so I can see what's going

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on.

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I can hide elodie see from my scene for the moment so I can see what's going on and what I can do here

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is stop in the edit mode real quick.

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Bring this back down so I can see what's going on.

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And I actually only need one of these on.

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On this particular image here.

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So I'm going to scale that in is snappin turned on no it's not a scale that down and move it.

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So I don't need the whole image on because I actually only care about the front.

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So let's move down to there.

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Now when we're actually mapping I do care about these two being on top of one another so this bit here

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and this one here being on top the front of the back on top of one another because they'll be projecting

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different Normal's onto one another.

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And now that I've rearranged that we can make no valid cited options there too there.

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Make sure we can see it.

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Okay.

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That is exactly what I wanted.

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Now that I've done that if I so wish I can go back to the U V here and move this area on top of the

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other one.

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So they share the same data and I'm going to do that right away.

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So the select this with snapping turned on was snapping snapping to vertex a move that sits right on

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top of the other one.

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And that should mean that both sides now share the same normal map.

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Hopefully we will see if that works.

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So I think I'm done in the image editor for the moment.

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Wow that does look interesting that's been mapped funnily but that's absolutely fine because that's

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how the other image was mapped.

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Not this one.

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So that's coming along well.

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And what we can do here is go to are you the image editor.

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No I want the node editor.

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Let's have a look at how it's set up so far.

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So we've got the material outputs and the diffuse shader.

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Now the diffuse shader has an image defining it which at the moment is this really wacky one and we

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want to change it back to the blockwork image in a moment.

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And that is being that while it's mapped according to the texture corner of a U V.

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Now because we have more than one u v in our scene at the moment I want to make sure that this is more

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explicit because at the moment just u v is not enough.

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So I'm going to clear and remove it from our scene completely or removed from the node editor completely

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and add in an input and if we scroll down we had texture cornet right down at the bottom is you've Emap.

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So I'm going to select the movie map.

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Um.

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To duplicate that because we're going to have one for the normal map and we're going to have one for

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the V map.

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I'm also going to duplicate the image texture.

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So we've got Windows normal here and the chop church block works.

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There we go we've got the blockwork back again and I'm going to turn off hello DC for the moment.

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I don't need to see it anymore so I'm going to add this movie map to these two here.

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Perfect that's exactly what I want see this image.

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Texture is being controlled by the normal map so we're going to plug that in.

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Won't see anything yet.

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It's very tempting of course it has.

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Plug them in like vats.

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That's going to give us an effect but not the right one.

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We need to explicitly convert this into a normal map so let's go to vector and normal map.

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And we can plug the colour in to the colour.

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And normal in normal.

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And there we go it's starting to look much better and we can see there are a few little things that

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need tidying up here.

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This is horrible.

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This line here that doesn't gel with me at all.

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Have you got anything else like that.

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Not particularly.

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Okay so this line here now the question is do we fix it and remake our normal map or can we fix it in

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the image editor so let's give a go to the image editor that's zoom in here.

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I think we can fix that so I'm going to go right in as close as possible.

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And change this to paint mode.

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Make that a bit smaller to work with.

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Open up the tool shelf and using the colours there the primary colour Im going to pick something purple

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and then literally start painting over what we've got here and and make this even smaller go turn accumulate

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on so you can go backwards and forwards really quickly.

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And as you can see here I am a bit clueless as to how this is going to turn out.

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I'm going to assume it's going to come out okay.

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I'm going to use the smear now Gia make these bits blend in so it's not so sharp.

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Because I'm being careful here not to go over the lines.

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I remember as a child shawn's Colour within the lines that they want to break that and the question

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is after I save that save it as a window normal that's absolutely fine.

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After I save this or I might as well go over that one as well.

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So Image save image.

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Okay.

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The question is does it make a decent impact on here.

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The answer is yes it does.

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Brilliant.

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That looks much much better.

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So I'm really happy with that and how that's turned out.

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Oh I haven't checked the other side of course.

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How does the other side look.

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I can't really see the others in the sun.

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I'm going to duplicate the sun in this case.

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And it doesn't actually matter where it's facing kind of irritates it.

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Why 90 right 180.

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I'm just going to move this around until you get extra lights.

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Let's lock it to the x-axis.

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Can we get it on this side as well.

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Almost.

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So let's see what this looks like on the other side.

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Okay.

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Yeah that's worked pretty well as well we've got the normal mat being applied across the other side

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as well.

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It looks a bit odd down here but I will forgive that.

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I'm going to make sure that safety.

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And of course once I've done that I can hop over into the gothic church and actually see how it's looking

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in situ so into the gothic church.

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And we've got a couple of windows here.

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In fact I think the camera of the last camera of your had yet the switch in rendered mode.

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Okay we have a series of them here around the side and I'm going to render that out and see how that

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looks.

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It's going to take a few moments to do but a rendering is often the best way of seeing how things are

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looking.

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Okay so this is rendering out one of the first things I can see is a seam joining these together.

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It's not that pronounced.

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I'm surprised at the I've I've actually given it no consideration.

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However some of the more powerful features are standing out quite a lot and that is this area to the

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lower left of the window it stands out like a sore thumb and this dark patch here.

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It really does stink of repetition essentially now.

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I thought this line going down here would be the worst thing completely.

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But it turns out that isn't actually the giveaway.

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My eye is drawn to this light spots again and again and again and again so that's something I can work

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on.

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And let's go take a look now and see how it's looking over in a game engine.

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Okay so here I am I've not misapplied a texture.

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So here I am just walking around in unity.

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And we can see that the normal map has applied really well.

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Now I did have a few issues trying to get it to actually adhere because it's on the second duvy channel

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it doesn't look right.

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Unity supports a third TV channel.

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I'm open for correction on that.

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I'm not a unity expert but here we go.

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We've got it a plied to our model and it's looking pretty good considering that is absolutely flat.

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That looks like there is detail in the wall.

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And again we can see that bright area to the lower left really standing out.

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Whether or not we need to do something about that at the moment I'd say no but maybe later on.

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How are you guys getting on with your bump maps.

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Have you decided that some of your model should be left as just geometry.

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Post your results in the discussions.

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And as always I will see you in the next lecture.
