WEBVTT

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Welcome to the malty resolution modifier in this video you will learn how to use the malty resolution

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modifier.

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See the similarities to the subsurface division modifier and see that it is great from multiple resolutions

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of a single model will learn how to control sharp edges using another technique for also works with

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the subsurface division modifier and understand that it is best applied to a base mesh that is close

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to the final lower poly version of the model you're working on.

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

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Okay so we're back over in blender and the first thing we're going to have a look at is the sub surface

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division modifier some just going to go ahead and apply it straight away to this cube.

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So we've played with these before.

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I'm going to take them up to a level of five.

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So we end up with 12000 triangles and we end up with a relatively smooth ball shape especially if we

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turn on smooth shading.

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Now one of the things that we can do when we're in the subsurface division modifier is when we hop in

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to edit mode we can actually see the effects of what's going on and that isn't the case with the multi

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resolution modifier.

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And the option to turn it on and off if he ever did want to do that is that on the modifiers tab over

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here there is a cube with four vertices highlighted and that means display the modify in edit mode not

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all modifiers can do that.

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The subsurface division can.

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So let's talk about creases how to make something sharp.

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So there are a number of ways of doing that so one of the ways that we already know about is perhaps

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to add a loop cut in and then pull the vertices closer together and we can even inset the face here

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or even put them on top of one another.

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And when you do put them on top of one another.

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So let's just move them on top.

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We end up with a very very sharp edge.

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And this is one of the examples where perhaps you did want to put geometry on top of one another.

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Unfortunately you don't generally get really sharp edges like that unless it's a knife.

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In real life some asking to undo those steps there.

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So we end up back without those that extra geometry.

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The other thing we can do in order to make sure we don't have geometry is actually select edges so you

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can use the vertex silhouette or face select to give us.

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I'm going to select the four edges at the bottom here and if we go to the properties panel we can open

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up that and go to edges data and go to mean creese and turn that up and we can see we get to a very

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similar level we were before.

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Very very powerful However because we don't have the extra geometry there.

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Notice how you have some shading artefacts around this edge here because the shade doesn't quite know

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what to do if we were in flat shading mode need to be an object mode to do that.

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You will see that it looks sharp again.

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So there are benefits to having a extra geometry there because it helps the shade and know really what's

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happening underneath.

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So that's one way of making sure there is a shortcut for that which is shift in E.

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And then you can control that level with the mouse and obviously that's a much quicker to pull together

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a certain shape and you can see here because we've got fundamentally were starting with a cube.

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If we look at it it pinches in four separate corners here.

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And that's where those shading artefacts have come from when that is set at 100 percent.

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And when you put smooth shading on so smooth shading you can see it pinches here here in here.

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And it's ultimately that's just adhering to the underlying geometry.

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So now we've played with those particular tools.

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Let's see how that works if we go ahead and add in a multi resolution modify nothing happens initially

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because we need to go hit this subdivide button.

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Now as always be very careful when you are working with anything that does subdivision you can very

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quickly end up at a crazy level.

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So whereas the subdivision's surface modifier caps out at what was it about six levels of subdivision

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already on eight and at seven hundred and eighty six thousand polygons we can go to nine which is three

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million polygons and I'm not going to click subdivide again because there's a good chance that I will

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either lock up blender or cause it to crash so I'm not kind to do that during this demonstration.

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Now we do have to be careful here.

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When working in such high resolutions.

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But this high resolution is very good for sculpting because it gives you a fine control over the geometry

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of your mesh.

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So what we can do here is actually turn down the preview amounts.

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So let's say something like two.

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Now that's going to be a bit too dense on the term flat shading back on.

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So you can see the underlying mesh that is creating there.

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So that's quite low polygon and you probably could get away with one lower.

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Yeah do that.

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But when we go into sculpt mode now we see that we've got a lovely smooth surface which we can start

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working on so a little bit jerky at the moment but it's got far more control than the lower poly version.

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When we hop out of that in to object mode we can see the effect that it's made on the lower poly version

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so actually changes the low poly version too which is incredibly powerful.

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Now there are some caveats.

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If we go into edit mode we just see the cube again which isn't very helpful if you've got to modify

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the geometry in this particular case.

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This is what I mean by when I say when you're close to the fine or low poly version it doesnt have to

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be the final low poly version but you need something that resembles the lowest pot level on this preview

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that we've currently got set.

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So a preview of three so what I'm going to do there is not do any more sculpting because that is going

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to be a waste of time.

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What we need to do is actually go ahead and apply a certain level of detail first.

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Now you may have made this manually so I'm just going to close off the modifier completely.

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I'm going to use a subsurface division modifier to generate a low poly and let's call it a bullet.

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It kind of looks like one.

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So here's my low poly bullet and I'm going to apply that so that's my low poly model when I go into

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edit mode.

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I can see physical geometry here which is great.

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Now when I go back into the multi resolution modify and obviously crank that up.

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It it's very tempting to click on the actual preview level to move up.

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Don't you click on the subdivide and Im not going to go any higher than 5 on this count and will drop

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the preview back down to zero because that is ultimately the preview and its light and fast in the viewport.

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At this point as well and then when I go into sculpt mode it goes to the higher resolution version.

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Now if I decide to add some detail on here let's just wade all about a bit and get that on there and

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then put some let's say smaller spots on it doesn't really matter.

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The amount of detail we're going for here.

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But this is a detail that won't resolve when we have a look at it in edit mode.

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Notice that it hasn't changed in object mode as the geometry.

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We need a preview level of at least one to see that the underlying geometry changes.

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But in edit mode it does not.

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There is a button here called apply base which will sort that out for us so if we go to object mode

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and say we're happy with that level of geometry and the shape that it's created we can go ahead and

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apply base and once we've done that we can then go back into edit mode and see how it's really changed

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the mesh and then alter it accordingly.

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If we want to that is an optional step of course and gives you more control.

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So when we're in object mode here and we can see the underlying geometry here what would be really cool

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is being able to bake the detail of the higher poly version onto this lower poly model and you can do

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that as well.

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Now we're not going to do that in this particular section but you can already see how if you had a high

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poly model whether it be a character or anything else you can actually get high detail and transfer

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it to an exact low poly version of it very quickly using the multi resolution modifier because we've

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got the low poly version here at only three thousand polygons if I'm looking up here at the top right.

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And every hopping to sculpt mode we can see that we're really working with underneath.

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Seven hundred and eighty six thousand four hundred thirty two polygons which is significantly more than

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the low poly version but we can probably get all of this detail applied to that low poly version.

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And through normal maps and bump maps etc. and it look pretty much the same in fact I'm going to use

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this as a demonstration not in this lecture but in a future one so I'm going to go ahead and just save

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that file after I've made the blob and call it a blob.

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Why not.

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I'm in the wrong area.

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Make sure I'm in the right area and I do.

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As always I do recommend especially when you're playing with modifiers or rendering that you make sure

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you safe because there's a good chance blender might crashing you some and put this in my resources

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folder and call this multi rez blob because that is all it is.

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At the moment.

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Go save that file.

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Excellent.

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All sorted now of course.

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I've got a challenge for you.

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I would like you to go ahead and use the multi rez modify your scene.

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Now I will be making a basic pillar getting the size and shape right and then increasing it to a level

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of details or b type of level I may even go above that.

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Of course if you've already done Pillar's or you need to make something else you're not making a gothic

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church for instance.

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Perhaps fine ornaments or if you are doing a church practice an angel or something like that really

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challenge yourself at this point to make the best use of a multi resolution modifier.

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Now I would suggest applying a mortie Rose of around four subdivisions that is usually the right difference

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between the low poly and the high poly detail then it gives you a lot of scope for modifying.

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Of course choose whether or not you want to use a bit of sculpting in there to perhaps add a bit of

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a symmetry a lot of things we build in any 3D modelling package tend to be very symmetrical and you

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start prodding and poking vertices.

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Of course the sculpting is a great way of doing that.

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Set the origin to the centre of the base of whatever object you're doing and the reason for that is

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it enables you to position it a lot lots easier.

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Then if it's not because then on the object when you're in object mode you can actually just move it

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to the floor for instance or move it to a certain height or position with great ease.

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Some of the mini set in the origins of the centre of my base of my pillar.

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Remember to use the mean edge crease to keep the desired shape.

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Just to give you a heads up here before we plough back into blender we are going to start with a low

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poly model something looking similar to this.

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We are going um of May.

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Im probably going to make mine in some sections we can see we've got a base there.

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We've got three or sorry four sections there that look the same.

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Very similar.

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And then of course we've got this area here and the top one at the top.

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Now when I say apply I mean edge press when you go on apply V.

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Multi resolution modifier and something like this it ends up looking a bit like this which is.

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Well it doesn't look quite right now of course we can construct this with detail using similar methods

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to the chess set that we've done but just applying the mean edge on it will make it look much better

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much more crisp in place as you can see the difference there and also the rendering artefacts tend to

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disappear as well.

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You make it a bit neater So that's brilliant.

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So balls are 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 use the mortie resolution modifier.

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Okay so we're back over in blender and I've got a few things that I need to work on.

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First of all and that is how high does my pills have to be because I haven't a clue.

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I've four completely forgotten to manage my measurements here so let's go to my mike off a church.

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I'm going to go into walkaround mode.

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Oh not with a camera.

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Moving the camera if I do that so it's position that I'm just moved away.

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So it's some points in here.

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All those things have appeared there.

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We're going to have pillows coming up to these points so I need to have a look at what height these

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rats compared to the rest of our model.

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And I think it's going to be eight points two because we've got a point to Undeground then we've got

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a one wall section to wall sections.

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So I think we're going to be at a level of eight point two so I'm going to go for that.

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And we've got the width here also I'll probably do is import one of these vaults into a separate file

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and use that as a reference and then just remove it when necessary.

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And I seem to have everything turned on at the moment anyway.

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I'm also going to sort out this belltower because belltower don't look like that I've actually had a

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look at reference material and as cool as that is it doesn't help.

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I thought it didn't look right and now I know why.

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It's because they don't look like that normally.

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Brilliant.

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Okay so I'm going to go and get all that stuff ready and I'll see you guys back in a few moments.

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Okay so I've set up now a basic column as you can see here at the appropriate high.

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I'm not making four of them because these are buttoned up next to one another.

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I would end up with them overlapping basically So I'm going to place them in the scene manually and

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use arrays.

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But there's my basic column using this Voltz as reference as you can see I've got some legacy stuff

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left over from the vaults.

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I'm going to clear that down I'm happy with the height afterwhile.

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I will after I've compared it in the Gothic church scene so let's hop over there and see if this column

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fits.

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So I've imported appended it into the scene and we're going to save this particular one because it's

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just for testing by can see here that the pillars are indeed the right height.

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In my scene absolutely fine.

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They are too big of a right height but they're too big.

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So this is one of these great examples of doing things as lean as possible bringing them in.

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Arguably I should have brought them in earlier if I was being lean because then I wouldn't have this

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oddity around the roofline.

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Perhaps I'll make that into the model since it's interior.

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I might even just leave that.

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No one can ever see it although we've got an exterior Plus in case you're looking out the window.

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So let's go back into the church.

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So I'm happy with the height.

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I'm not happy with the width there.

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They can be a lot thinner and obviously a bit more shapely as well to reflect the opulent nature of

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the rest of this building.

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So with that in mind I'm going to go in and model my pillars and I will see you guys back in a bit.

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Okay so I've moved my final pillars in.

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Well perhaps not my final but the ones on working with at the moment a vault of the top of the church

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as you can see there.

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And let's go and fly on inside and take a look at the pillars.

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So I've added some detail to the pillars and made them a bit smaller.

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And of course the final thing is just to do a quick render here and see how it pans out.

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Now there's some alignment time.

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Now it looks like I might need to do in between these that one spots on as does that one actually I

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think this was just looking odd because of the corner.

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So there are some extra bits geometry I can put in there are not an architect after all.

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But that is looking pretty good.

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So the final thing is to do is to render it out and see how it looks.

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How are yours coming along.

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I'd love to see them in the discussion so please share them so I can see how you're getting on.

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And so the other students can as well.

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