WEBVTT

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Hi guys.

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Welcome to building blocks.

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And we're going to be talking about simple shapes initially and this is going to be work in a crack

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open blender has start making some stuff as well.

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So simple shapes that go together well.

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Well they're all basically triangles right angle triangle as a square splits in two.

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And that can also make a hexagon which is three general shapes basic geometric shapes that tests late

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all the time perfectly.

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So a right to hang this is just an example of size of course a right Hagel triangle whose sides are

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one and one and the square root of two on the long side.

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There we would go together perfectly with a square that's one by one and of course any other integer

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rectangles that are one by one by two one by three whatever those will all go together well obviously

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we don't want to smaller building blocks and we don't want two larger building blocks because that doesn't

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give us much in the way of flexibility.

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You can have an I sausalito triangle whose base is one and the sides are two in length which is very

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useful for Roof components and things like that and equal lateral triangles of side length one as well.

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These will all fit together really well and consistently.

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Now those are very basic shape so what are the disadvantages.

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None at this stage.

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Later on it can feel and is restrictive.

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That is where you want to be customizing and adding detail.

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Not in the early stages we really want to be quick and effortless with our development at this stage.

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We'll also be seeing that you can type formulas in the fields in blender which is incredibly powerful

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and we can use this to solve otherwise complicated measurements in blender.

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So let's go make some simple shapes and hop straight on over in a blender.

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Okay so now we're back over in blender The first thing I'm going to do is show you the two things that

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I've already created.

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Now bear in mind I'm in my game.

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Asit pack folder that I've carried under assets under meshes so I have gone ahead and created a mesh

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object that's a square with the sizes and dimensions.

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Here's two by two by 2.5 in the outliner.

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And that matches the name of the file as well.

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We've got the origin at the zero and it comes out by point to five in height.

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Nice simple straightforward shape to make.

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And of course we may come back and alter that later perhaps move the origin itself to a more appropriate

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location if necessary or if we find we're need to import these more vertically than flat which may be

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an option.

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Then we can rotate it round and save it again.

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The other one is simply this cut in half.

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Let's go and open that now.

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And that's the right haggle triangle and that is exactly the same as a square just chopped in half and

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that will help us with any corner pieces or braces that we need to put together.

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Perfect.

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So let's go and hop over to something more exciting.

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I'm going to open up a brand new blender file.

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And let's go ahead and make the equal actual Triangle.

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Now this is probably the first and only time I've use Pythagoras's since I've left school.

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I knew there was a reason for it but no one really filled me in with the details.

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So I'm going to add a mesh.

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But this time I'm not going to add a plane or anything along these lines.

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I'm going to have a single vertex.

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Now if you can't see these options that I'm currently using that means you've not turned on something

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in the user preferences an add ons.

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Let's just have a look down here sorry.

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Yes is ADD meche extra objects you need to make sure that is ticked.

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And of course save your user settings as well.

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The answer add meche extra objects.

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Make sure there's a tick in that box.

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Okay so I'm going to add a single vertex which is very powerful because I don't want to end up having

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to delete lots of things.

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There's loads of ways that you can make an equal actual trial.

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Now I want it by two two and two so is equal actually.

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All angles are equal or side length a quill as well.

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Someone extrude this on the y axis in the positive direction by two and then it is going to line up

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with our other models that we've made.

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Now the question is here.

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So let's spin this round of verticals going up.

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So the question is here are how do I make these sides and angles right because unfortunately blender

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can shape the angle that you've moved a line relative to another.

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But it cannot give you accurate angles.

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You can't say I want this at 60 degrees which would be equal to a triangle.

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It would make it a lot easier but unfortunately you cannot do that.

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So what we can do is select this edge and split it in two.

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I won't be split it into two we're essentially making the equilateral triangle out of two right handed

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triangles and I am going to have to scratch my head for a few moments whilst I figure out the maths

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involved.

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This bottom one if I remember correctly the two right angled sides are labelled A and B and then the

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diagonal moving across is C and it's a squared plus B C squared equal C squared horray I remember.

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So we need to find out this one here.

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No we don't.

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That's one.

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So this was a Sorry this one's.

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Here's going to be too.

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So that's going to be two.

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This one's going to be one so one square plus some think squared equals two squared.

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And we can break that down we know that this is probably going to be four.

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This half squared is going to be all point to five.

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And there's an unknown here.

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So all we can do here is go ahead and select the virtex that we've just created by subdividing which

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is smack bang in the middle and extrude in the x direction by.

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It doesn't matter because what we can then do is either in this vector area down here in the tool shelf

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or indeed on the properties panel.

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We've got an x coordinate for the vertex itself and that means we can type in a formula here which is

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really really powerful.

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Okay so let's go ahead and whatever we're going to have here is going to be the square roots of something

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and the shortcut for the syntax what you need to type four square root is s q r t.

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Square roots and then we need to open brackets and puts whatever we're square rooting in there.

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So for instance if we put nine in there the answer will be three.

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When we click on that again it doesn't keep the formula that is important.

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It's not like excel where you calculate a formula and it keeps the formula in the background.

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It just give you the results of that so Eskew Arti open brackets.

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Okay so we're going to have Let's to see here there's this going to be four which is two squared which

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will be this long narrow edge here's a square of four minus.

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So in that square or four square root two which is four sorry the square of two was four.

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Oh dear.

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This is complicated.

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And then finally this bottom bit which is one.

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So for minus one was one squared is one.

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Okay.

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So that is the square root of three.

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So let's go ahead and do that now.

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One point seventy three.

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Now what we should find now is that when we join here and here up there we go.

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Fill that in and then do this one.

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I'm going to remove this vertex in the middle and keep it as a one solid line.

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Finally filling in the face and the other ones will point to five all.

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So it makes sense here to go point to five.

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And then of course we can name it appropriately has.

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Well now it does look like here that I've gone the wrong way so just try extruding again.

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Bye.

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Just minus point two fivers have I made my I think.

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Yeah.

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Is flip around some is going to flip the Normal's there.

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There we go.

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And now when I extrude the z axis by point to five it should go in the.

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Sorry z axis not x axis.

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There we go.

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It's gone up by the right amount.

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Now of course have I named things appropriately it's just called verte at the moment.

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That is no good.

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So this is a it's an static mesh because it's not deforming in any way and doesn't have a skeleton associated

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with it.

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Ah what do we need to call this an e q.

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Try and go.

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And it's simply too.

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I don't need to give any more information than that because it's going to be two by two by two.

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They go to boy by two by four or five and then I'm just going to highlight that all and copy that so

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I can actually save it and remember that we're going to save that in our directories So go ahead and

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have that.

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Yes.

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There we go.

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Excellent.

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So we've got there that one all laid out here.

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And of course it's time for you guys to have a challenge.

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Okay I'd like you to make some basic building blocks.

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So go ahead and make a nice sausages triangle with a base of two and sides of four blender units in

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length.

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You can use the technique that we've gone through or you could use any other technique that you so wish.

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Make sure it has a thickness of nought point to five.

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Now creates the plane and make it into a 3D object of point 2 5 in thickness and the right Hankel trying

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always you should be able to derive from the the square that you've extruded out.

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Make a basic ball with a doorway and window in it see a gun to take that basic plane that you've got

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and starts modifying it slightly to create a doorway and a window.

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Don't worry about anything fancy at this point.

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Make the doorway a simple right rectangle cut out and the same with the window as well.

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In fact you can make the window a smaller square in the middle.

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I would recommend a size at the most we've got to buy to buy a nice size and you don't have to stick

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to this recommendation is 3 in height by four in width by point to five in the depth itself and of course

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if you make in different thickness walls then you wouldn't have to use pointy 5 at all.

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If for the size in all of our wall sections at this particular point and remember to save each mesh

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individually so pause 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 hop back over in a blender.

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Okay so let's go ahead and start with this.

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Now it is almost a isosceles triangle we just need to position these vertices in a certain place.

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We know it's starting from zero.

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So we can convert this once again in two to right hand triangles and work it out from there.

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We need to know this height.

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So it's going to be another square roots Eskew.

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So the length along here of course is going to have a base of two.

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But this is half of that so it's a one.

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So it's going to be something else minus that one.

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So let's have a look.

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This edge here is going to be a four in length.

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So let's pop the four in now.

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That's it.

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And it needs to be squared.

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So this is going to be no.

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15.

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It's going to be square of 15 16 which is four squared minus one squared which is once the square roots

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of 15.

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There we go.

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So that is going to give us.

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And again I can do that here square roots 15 I could delete and extrude I'm not too fast.

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But there we go there's ah isosceles triangle where we can make that very quickly and I'm pretty sure

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that this length here we should verify that really.

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So let's go down in the display options down here.

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And at some point here we go air overlays mesh display edge info length.

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So if we switch to link here and select that for we can see that the length is four that's quite hard

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to see it's a small number on the screen.

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But for so we know that that's worked perfectly.

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So of course I'm going to guess that himesh I guess triangle or I s missed thing there are a strangle

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two by four.

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By not point two five.

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That's fine I'm going to copy all of that and go ahead and save that as and paste that in a perfect

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save.

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Okay so the next thing I'm going to do is start with a two while.

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Let's start with a different shape to play in this time your hunger to draw it with that Vertex of it's

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get rid of him.

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And these from our scene go ahead add a mesh.

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Alan Skinner had a single vertex and that's going to sit at our origin which is fine.

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I went to work in the positive direction so let's extrude this by four in this direction so four in

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the wiser Why four.

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Let's then extrude that up in the x-axis by three.

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That gives us an opportunity of course to create a doorway in the middle and we can create various ways

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of doing this in fact because we're working in whole blending units here.

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I'm going to abort what I'm doing don't like what I'm doing anymore.

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The change it's increments which we can see it's already turned onto and the snapping and just turn

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on snapping.

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Now what this means is it's going to move in increments which is really nice because I can go across

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here extrude and go up by two in the x-axis.

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There we go.

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Make sure I am still there.

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I'm going to view it from the top to prevent funny stuff from happening.

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And Claire I'm going to have to make it on its side but that's fine.

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I'm going to go to there and then back down.

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And then I'm going to go across for the other four now.

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Oh that's too far as.

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One two three four.

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So I should have stopped a bit further.

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Oh dear.

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So let's pull that back to there.

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Perfect.

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I don't know how well you can see my grid it's broken up into tenths of blender units at the moment

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which is very useful for a placement of course.

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Now I can go up by three cross down there and then back to the start point.

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Now I'm probably going to have a double there because I didn't turn on Merge vs..

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I'm going to highlight everything before I do anything else and hit space and I'm just going to type

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in doubles here.

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Robbie hit doubles over the side and there we go remove one vertex.

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That's absolutely fine.

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Now if I could just make this into one huge n gone at the moment that's not a problem at all.

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Or I can make it into smaller ones so this edge on the top I could split up here and here.

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I'm just going to fill it in for the moment and then extrude it up by points to five.

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So there we go.

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That is that one done.

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Of course I can put this doorway in the centre if I wanted to but I'm going to leave it like that.

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Finally I need to go ahead and name it and save it.

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So I'm going to call this s m wall door.

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So we know where it is and it is three by four by 2.5 of its height.

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Oh oh.

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Point two five not 2.5.

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So that's height by width by depth.

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Just to make sure you guys are following what I'm doing there.

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So I'm going to copy that.

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Go ahead to here and go in and save.

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It's that save hurts.

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So we've got we've built up a nice collection of building blocks here.

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We're going to use them soon to build some stuff.

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But let's start a new file and do a very similar thing.

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I can modify that and I think that's going to be far too much to do compared to just adding a new vertex

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and this time going through and making it ever so slightly different.

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So again I'm going to go in a positive direction here.

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And again the orientation might flip that one round later on I'm going to make this one in the way that

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I can see here.

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So let's turn snapping on incremental on and we want to zoom in just a little and make it four by three

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so I'm going to go across by four up by 4 3 which is just there and then back across again before I

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make that final one I'm going to merge vertices when they meet one another which is there.

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I can just check up here vertices one of five Okay that's not a 3D object which is also good worthwhile

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spinning around and checking that shouldn't happen when in orthographic projection but occasionally

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does that seem sort of creative 5 for whatever reason so I again am going to remove doubles.

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Now a couple of ways you can put a window in here.

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I'm going to fill it in first of all when I could insets and have a window there that gives me some

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control over what's going on so I can move it in by point one or move it in by a whole blender unit

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that's absolutely fine.

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I want a bit more control over its placement hand size etc..

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So what I'm going to do here is actually subdivide it someone.

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Subdivide.

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Once that's not going to give us enough to subdivide it again and literally take out this middle area

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here so of there.

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There there there or indeed i could do any number of modifications here.

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Okay.

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Now once I've done that I'm going to hit the x key and delete the faces.

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That's those gone.

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And we select our entire model and I'm going to extrude it in the z axis by point to five.

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That doesn't look like it's moved quite where I want to spin round and have looked.

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Yes that's much better.

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Now this is a wall.

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So it's on its side.

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So what we should do here is rotate it so whenever we import it we don't have to keep on rotating it.

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We can probably do that with our door section as well.

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I'm rapidly rapidly running at a time so I'm just going to rotate this one round.

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I need to be an object married at this point.

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There we go sir a take on the x axis and it looks like the normals are not quite right here.

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I'm going to do that by 90 and I'm going to flip my Normal's hop into edit mode and flip them.

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I had that dark blue thing going on.

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So there we go we've got a war piece there we just need to do the same for the doors itself.

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And there we go we've got some basic assets all made up and saved individually.

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How did you guys get on.

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Did you make a slightly different variants on these assets.

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Please share in the discussions and I will see you in the next lecture.
