WEBVTT

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Okay so we are almost there where we can start actually making stuff in blender.

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But there's a couple of things that we have to do first.

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The first one is a level of detail.

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So welcome to level of detail or Lord elodie as its abbreviation.

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Now in this video you focus on representations of the right size and shape.

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But just a block worked models.

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That's very important because that allows a week iteration of your models.

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Remember higher detail often requires more processing time too.

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So not only do you have to input more time but there are more vertices to be calculated in a scene.

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The actual rendering time later on will take longer as well.

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So Lord at numbers and letters.

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Well we get a lot numbers are quite a common thing and they range from the highest detail Lodz zero

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or the base meche and it goes up in numbers.

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Solod ZERO often refers to the highest detail model sometimes called the base model.

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Now to avoid confusion with this we are going to use letters.

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Okay now bear with me on this it will become clearer as we go because we are starting and being nice

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and lean with low poly box models.

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We don't know what the highest level of detail model we're going to create is at the moment.

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So the letter aiza elodie and he represents the lowest polygon model with b c d etc. increasing in detail.

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Now you do have to watch a time versus your level of detail so the level of detail and time are usually

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directly proportional to one another.

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The more detail contained within your model it's likely it's taking you longer to produce that model

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in the first place now when fleshing out a seam and prototyping you probably want quite a few assets

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and you want to do that quickly and you can test models in you and your scene when you set things up

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nice and quickly that is very important.

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We don't want to get bogged down creating an assets that may never be used in a scene or we don't like.

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So you decided to make a bench in the church or at home if you decided to make a sofa.

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Well you can test the model and make sure it fits properly.

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Let's say let's take a sofa for a quick example.

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If we decide to well I want a three seat sofa rather than a two seat sofa.

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Well if you've already spent all that time modelling a two seats over you might be able to expand it

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and work around it.

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But if you put it into your scene in the first place a low poly representation of it and then decided

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Well no I want the three you can do that really quickly without having binning your your asset that

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you've created.

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And of course binning the time that you've used to create that now lower level of detail versus the

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time taken example.

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Now these are only rough guidelines don't take these accurately because some models can vary significantly.

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But what is important when we're talking about the polygon level here is that we are each polygon is

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actually doing something.

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It's not wasted.

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Geometry.

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So we got levels.

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ABC indeed etc..

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An example here of around two hundred two thousand twenty thousand and two hundred thousand polygons.

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Now the time taken again this is approximately will depend on the model but you will find that you can

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you can mock-up something very quickly that's our block model and is just a representation of the item

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the right size and shape in around 30 minutes or so maybe less if it's a more simple one or maybe a

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little more.

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If it's a little more complex and from that you can start to derive more and more detail.

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So a slightly more detailed one may take you a couple of hours.

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Highly detailed one may take you a whole day to work.

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And then finally of course we can all spend weeks on a project but we need to make sure that if we ever

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go up to Certainly the level C and that we need at that level of detail you may find that you're going

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to create something that sits at the back of a room that's far away from your camera angle and therefore

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never needs to be that detailed.

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So each polygon counts in this example and the time taken includes other art work.

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That is very important because if we don't have the time included to make the other art work we're just

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talking about meshes now on the basic level of detail.

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It is unlikely going to have anything else but maybe a base colour.

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So your model very rarely would you add textures and things like that all on at that level.

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Once you go up to B.C. you're going to start to want to make normal maps diffuse maps will go into those

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in much more detail later on in this section.

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Okay guys so it's Challenge time.

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I'd like you to list your models now.

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You already have a series of assets that you want to create so we can refer to that list.

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But we need to bulk it out a little more.

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So what assets do you need.

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That's very important because that is different from what assets do you want.

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So if you were making a room the walls are a necessity a certain item in the room a small object is

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something you may want in a scene to add a bit more detail to add a bit more nuance to the scene.

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Now which assets will help bring life to your scene.

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What's in the room that you're creating That's gone that add to make it look lived in or used.

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Remember at this point we really all a break.

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Complex models down into components.

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This is both for easy a building and modification.

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So go ahead pause of the year now and go through and think carefully about what you're going to put

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into your scene.

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Okay guys.

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Welcome back.

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Well I'm going to go through my scene now that I'm creating and think about carefully what I need in

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my scene what I wanted my scene.

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Anything extra That's going to help bring a bit more life to the scene itself.

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Whether or not I've got a few ideas in my mind of course this is the ideal time is where we want to

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be nice and quick so we can model things and get the idea coming to life.

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And finally I'll be having a look at what is complex and actually can be broken down into components

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so it is easier to build easier to modify and in general work with.

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Okay so back over to that trillo board that I was working with earlier I've removed that duplicate old

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profile of a bit cheating her having Where least it was down to 10 anyway.

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So I've broken my first four into what I need and what I would like to have in my scene.

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So it wouldn't be a church without an altar in it.

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I certainly need some blank walls.

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In fact the blank wall was the wall the window the large windows and the archways et cetera can all

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be classed as structural items.

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So I've done a bit of colour coding here and um I'm halfway through.

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This is how I'm managing my project here as such I'm using the cello and I'm using some colours so the

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blank wall is actually part of a modular.

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And I've got some labels here now I'm going to explain to you my thinking behind this so I don't know

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actually what the end item will be but I'm taking a guess at the moment as to what level of detail I'll

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be going to with these particular items.

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So in this case a blank wall I'm figuring is going to be pretty low detail it's at worst it's probably

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going to be a one two three four five six seven eight it's going to be a stretch.

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Basically it's also part of a component modular is actually part of the building now I could build the

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building as one big mesh but that would create problems further down the line if I needed to alter something.

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I'm a bit stuck at least if I've made it out of components.

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It's much easier it's old song about Add a component and moduli it into that.

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And the same with the larger windows I'm going to make those surveys slots in with the building.

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Now that I can imagine the large windows requiring a high level of detail because they are going to

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be one of the perhaps one of the focal points as I'm looking down the church towards those large windows

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that tend to exist at the end.

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I'm probably going to want some high detail in them so they look awesome.

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Otherwise I would lose out on that.

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And again it's that component and modular and we can go down and we can see what's come here that the

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floor tiles I may vary them from area to area archways again.

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They're actually part of the building structure so lots of these things as you can see are modular and

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I can put them all together.

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Now unsurprisingly the things that give the scene the most life and vibrance are probably things I want

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to have in the scene not necessarily need at this point.

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We cannot construct this building without some fundamental building blocks.

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However there are certain things I would like to add in later in things like her carpet or a rug on

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the floor mats some candles of course if you making another interior you might go well I've got a desk

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in the room but there's nothing on the desk perhaps I need a pot in there over it.

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If you're modelling a kitchen Well you can make it look really stark but real kitchens have lots of

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clutter in them and those are things that models that you probably want to have in your scene but not

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necessarily need at the moment to get the general layout feel so it's important to make that distinction

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at this point in time.

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Now there are a couple of things that I've also thought about a long distance away so I'm thinking not

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sure at the moment.

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I'm only going to be wanting to look from probably the batla Church to the front or the front to the

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back.

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I'm not sure which way round these things are towards the altar basically looking from the doorway of

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your major one long corridor like I drew earlier.

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Now the altar itself is going to be low.

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Detail doesn't have to be high detail because we're going nowhere near it.

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So that's why it's only a medium.

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And then the ceiling.

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I'm not actually sure if we're ever going to see the ceiling.

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So there is a case point to not modelling at all but you can put it in there's a low poly model and

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that's probably as far as we're going to take it.

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How did you guys get on how did you structure your scene.

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Did you come out thinking well hang on a minute.

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There are tons of models I want and only a few that I need.

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Often I can have filled this model list up with tons and tons of other items.

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But it is important to help focus on what you really need for your scene to work how a prototype is.

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You don't want to be going ahead and modelling tiny items in your scene when you've not even get.

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The fourth thing laid out yet so please share what you've come up with in the discussions and I will

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see you guys in the next lecture.
