1
00:00:05,740 --> 00:00:12,360
Hey what's up everyone Mark Price here at Devar slopes dot com and now it's time to actually get some

2
00:00:12,360 --> 00:00:16,170
3D models in our project set up our assets as well to add that to the asset.

3
00:00:16,170 --> 00:00:22,180
So first things first is I would like to get rid of the ship and the texture here.

4
00:00:22,290 --> 00:00:24,220
OK we don't need either of those.

5
00:00:24,270 --> 00:00:29,260
Someone or right click these and click delete and move to trash.

6
00:00:29,320 --> 00:00:34,900
And then what I'm going to do is inside of this I'm going to create a new folder we're just going to

7
00:00:34,900 --> 00:00:35,830
call this folder.

8
00:00:35,830 --> 00:00:36,860
Click it here press enter.

9
00:00:36,880 --> 00:00:38,510
We're going to call this textures.

10
00:00:38,830 --> 00:00:41,720
And then at the top level are important to 3D objects.

11
00:00:41,860 --> 00:00:44,570
OK so we've got some 3D objects here.

12
00:00:44,740 --> 00:00:46,110
You can see these assets.

13
00:00:46,270 --> 00:00:50,100
So we've got a pipe for half pipe the pyramid object and the quarter pipe on them.

14
00:00:50,100 --> 00:00:51,750
These are 2-D assets here.

15
00:00:51,790 --> 00:00:53,700
So let's go to the pipe asset.

16
00:00:54,110 --> 00:00:54,640
OK.

17
00:00:54,760 --> 00:01:02,690
And noticed it's pipe DHP so it doesn't really work with any any type of 3 files except DHP.

18
00:01:02,890 --> 00:01:06,890
And I know this because I tried and I looked it up and it had problems.

19
00:01:07,060 --> 00:01:13,290
And so I actually purchased these assets that we'll be using from Turbo Squidoo you can buy them there.

20
00:01:13,290 --> 00:01:19,620
You cannot redistribute these you cannot sell these or publicly publicly or commercially sell these

21
00:01:19,790 --> 00:01:22,880
in an app of any kind that you're making money on.

22
00:01:22,990 --> 00:01:27,520
This is for educational purposes only so if you want to buy these assets you must purchase a license

23
00:01:27,580 --> 00:01:31,960
at Turbo's squid dot com but you can use them here for your for your app and this project.

24
00:01:32,020 --> 00:01:36,290
And they actually didn't come in this format here OK.

25
00:01:36,310 --> 00:01:39,920
They came in multiple formats like oh they are SBX.

26
00:01:39,920 --> 00:01:45,360
And what I actually had to do was I had to download blender OK go to a blender dot com.

27
00:01:45,550 --> 00:01:51,610
And I went and imported these into blender and export them in da format and so my point is you're going

28
00:01:51,610 --> 00:01:53,970
to be doing things like that.

29
00:01:54,070 --> 00:01:56,410
And let me just show you one example.

30
00:01:56,470 --> 00:02:01,060
So in case you run into the same problem which I did which you probably will or you can know how to

31
00:02:01,060 --> 00:02:01,710
do it.

32
00:02:01,750 --> 00:02:04,450
So make sure you download blender on your computer.

33
00:02:04,920 --> 00:02:05,640
OK.

34
00:02:06,130 --> 00:02:06,790
It's FREE.

35
00:02:06,790 --> 00:02:07,580
Blender is free.

36
00:02:07,600 --> 00:02:09,360
It's blender dot org.

37
00:02:09,640 --> 00:02:10,250
OK.

38
00:02:10,480 --> 00:02:12,990
And let's just show you here.

39
00:02:13,870 --> 00:02:20,370
So skate ramp model so I got all these objects here and they came with some Blendr files or excuse me.

40
00:02:20,470 --> 00:02:21,730
This one came with blunder files.

41
00:02:21,730 --> 00:02:23,660
Other ones that I had here.

42
00:02:23,890 --> 00:02:25,060
I actually had to.

43
00:02:25,420 --> 00:02:32,350
I had to import these RBJ files into blender and export them so you may have to mess around and figure

44
00:02:32,350 --> 00:02:33,230
things out.

45
00:02:33,310 --> 00:02:37,730
You may have to import them into your favorite 3D program and blenders free.

46
00:02:37,780 --> 00:02:40,570
And so anyway that came with this blunder files.

47
00:02:40,570 --> 00:02:46,150
And so what I had to do was double click to open it and blunder which I had downloaded and of course

48
00:02:46,150 --> 00:02:52,810
there's you know a 3D ramp and I would go to a file export and the top one here Kolata that da.

49
00:02:52,810 --> 00:02:55,640
That's what that's what Apple works with unseen.

50
00:02:55,660 --> 00:03:00,320
So you can of course export import many formats here like so.

51
00:03:00,400 --> 00:03:00,920
OK.

52
00:03:01,000 --> 00:03:02,810
So a lot to take in I know.

53
00:03:02,950 --> 00:03:04,600
But you may run in those problems get blender.

54
00:03:04,630 --> 00:03:05,540
It's FREE.

55
00:03:05,670 --> 00:03:08,300
A future Toro's don't we have a course on it.

56
00:03:08,500 --> 00:03:09,670
You can get familiar with it here.

57
00:03:09,670 --> 00:03:15,740
So anyway enough talking here let's go and drag the pipe in and it's three textures.

58
00:03:15,790 --> 00:03:17,110
We've got a.

59
00:03:17,210 --> 00:03:21,340
A spec a bump and pipe we're not going to use the spec or the bump.

60
00:03:21,400 --> 00:03:23,890
I don't think we're gonna use the bump but we'll drag it in anyway.

61
00:03:25,780 --> 00:03:27,850
OK so those are over there.

62
00:03:28,150 --> 00:03:30,670
And let's go ahead and grab the pyramid.

63
00:03:30,930 --> 00:03:36,010
So I'm just going to draw the DA e-file over here.

64
00:03:36,010 --> 00:03:36,710
Here we go.

65
00:03:37,640 --> 00:03:44,280
And the textures and we could have made a folder for each of these that has the texture and the object.

66
00:03:44,300 --> 00:03:44,990
It doesn't matter.

67
00:03:44,990 --> 00:03:46,370
It's not a huge app.

68
00:03:46,700 --> 00:03:48,820
So I'm not worried about it pyramid.

69
00:03:48,850 --> 00:03:55,620
And then the quarter pipe dragged here and the textures we will drag over here.

70
00:03:56,620 --> 00:03:58,270
Very cool.

71
00:03:58,270 --> 00:04:00,670
So there's our 3-D assets.

72
00:04:00,670 --> 00:04:02,150
Let's go to the images here.

73
00:04:02,410 --> 00:04:08,910
And what I'm going to do is look at the images or excuse me the assets folder there we go.

74
00:04:09,010 --> 00:04:11,090
And we're just going to command a.

75
00:04:11,410 --> 00:04:17,360
And drag them all over here like so they no big deal.

76
00:04:17,410 --> 00:04:20,090
So let's go look at some of the stuff here.

77
00:04:20,260 --> 00:04:22,420
So pipe that DA.

78
00:04:22,450 --> 00:04:23,640
So there it is.

79
00:04:24,070 --> 00:04:25,530
If you're freaking out because it's great.

80
00:04:25,570 --> 00:04:27,470
We're going to fix that here.

81
00:04:27,550 --> 00:04:31,610
So something to understand is idea if I will work the same as a seen file.

82
00:04:31,630 --> 00:04:38,530
And to my knowledge because I haven't found anything to specify yet there's no advantage or disadvantage

83
00:04:38,560 --> 00:04:41,820
of using a sealed file versus a file.

84
00:04:41,850 --> 00:04:45,530
But however if you do want to use a a file.

85
00:04:45,640 --> 00:04:53,530
OK well you can do is you can click this asset here and you can go to editor convert to scene kit file

86
00:04:53,530 --> 00:04:59,220
format and what it will do is it will convert the DA e-file to a scene kit format again.

87
00:04:59,410 --> 00:05:03,310
I can't find any type of information out there that says there's an advantage to doing that.

88
00:05:03,430 --> 00:05:09,220
But if you look at Apple's example projects they all use the scene kit format so you feel free to do

89
00:05:09,220 --> 00:05:10,290
that if you would like.

90
00:05:10,480 --> 00:05:15,190
We're going to leave them at Dot da files here because it works just fine.

91
00:05:15,190 --> 00:05:18,610
So you can click the drag move things around.

92
00:05:18,730 --> 00:05:21,460
You're obviously noticing that it's gray So let's go ahead and fix that.

93
00:05:21,460 --> 00:05:23,650
And what you're going to want to do is select your object here.

94
00:05:23,660 --> 00:05:28,140
It'll be orange like so you're going to see some icons over here in the top right hand side.

95
00:05:28,420 --> 00:05:33,760
And the first things that we're going to do is with this cube looking icon here the note inspector we're

96
00:05:33,760 --> 00:05:38,580
going to give it a new name and identity and we're going to call this the pipe for the half pipe.

97
00:05:38,740 --> 00:05:39,890
OK.

98
00:05:39,910 --> 00:05:46,500
And the scales point zero one with which is fine and that's the default scale and seen here.

99
00:05:46,570 --> 00:05:48,600
And then what I'm going to do.

100
00:05:48,640 --> 00:05:50,950
You can also in the geometry we're not going to do that.

101
00:05:50,950 --> 00:05:52,990
What I'm gonna do is go over here to the materials.

102
00:05:53,170 --> 00:05:58,110
OK let's just call this pipe and notice how it's just gray right.

103
00:05:58,300 --> 00:06:00,550
Well the diffuse the texture is going to go.

104
00:06:00,550 --> 00:06:05,470
So what we're going to do is we're going to change the diffuse from the current color and we're going

105
00:06:05,470 --> 00:06:09,720
to change this over to the scaped underscore pipe the j peg.

106
00:06:09,880 --> 00:06:15,020
And as you can see there's now designs on it and if you look at it like it's black What's wrong with

107
00:06:15,020 --> 00:06:18,820
it it's black right here and here it's because of the lighting here in this scene.

108
00:06:18,830 --> 00:06:24,640
So with the lighting model what I'm going to do is I'm just going to change this to constant so you

109
00:06:24,640 --> 00:06:26,450
can see everything OK.

110
00:06:26,500 --> 00:06:28,970
No lighting is just all bright which is cool.

111
00:06:28,990 --> 00:06:31,150
So some nice little tagging there.

112
00:06:31,270 --> 00:06:41,300
And then what we'll do is on the Where is it here and we multiply occlusion reflective Oh I see

113
00:06:44,380 --> 00:06:51,730
if we use our Phong lighting then we can use the specular matte.

114
00:06:51,950 --> 00:06:52,630
OK.

115
00:06:52,960 --> 00:06:58,870
So if you want to use the lighting that's default here with the scene you can change it back to Phong

116
00:06:58,870 --> 00:07:02,320
and then you can implement the specular map and the specular map what it does is it gives highlights

117
00:07:02,320 --> 00:07:08,590
and things like that onto your 3D model to give the illusion of depth and brightness and things like

118
00:07:08,590 --> 00:07:09,590
that.

119
00:07:09,790 --> 00:07:11,380
But we're going to do the constant.

120
00:07:11,410 --> 00:07:16,600
So it's Allbright so we can see it here which of course specular lighting wouldn't work when it's all

121
00:07:16,600 --> 00:07:19,170
100 percent lit but it's fine for now.

122
00:07:19,540 --> 00:07:20,950
You can adjust it as you desire.

123
00:07:20,950 --> 00:07:23,060
So we're going to fix this for all of them.

124
00:07:23,200 --> 00:07:31,370
So we're going to go into the pyramid select it and let's click the identity node thing here and let's

125
00:07:31,370 --> 00:07:32,830
change this to a pyramid.

126
00:07:32,840 --> 00:07:35,740
The reason why we have to name these is because we're going to reference these names in code.

127
00:07:35,730 --> 00:07:41,530
So you do have to change the names an hour and it's common mistake also to go to geometry and change

128
00:07:41,530 --> 00:07:46,270
that but then forget to change the identity here the identities the name of the note itself which is

129
00:07:46,270 --> 00:07:47,400
very important to change.

130
00:07:47,510 --> 00:07:55,000
OK that material it's called this pyramid and we change it to constant lighting and from diffuse we're

131
00:07:55,000 --> 00:07:57,470
going to change it to the pyramid.

132
00:07:58,580 --> 00:08:03,730
Quarter skate pite pipe rectangle that would.

133
00:08:03,790 --> 00:08:04,670
Well that's what it's called.

134
00:08:04,670 --> 00:08:07,890
The rectangle doesn't look like a rectangle to me.

135
00:08:08,090 --> 00:08:09,860
Actually it does looks more like a pyramid.

136
00:08:09,860 --> 00:08:15,390
OK so there's a rectangle or a pair mitten which looks good and save that here.

137
00:08:15,650 --> 00:08:17,120
Let's go to the quarter pipe.

138
00:08:18,600 --> 00:08:22,470
And what I'm going to do is give it a name.

139
00:08:22,510 --> 00:08:27,550
We're just going to call this quarter and go back to the material.

140
00:08:27,630 --> 00:08:31,930
Let's give that a name we don't have to but it looks really ugly without giving it a name.

141
00:08:31,960 --> 00:08:38,860
And what I'm going to do is change the fuse to quarter j peg and we're going to go from Phong to constant.

142
00:08:39,190 --> 00:08:45,820
And notice here how there is there's it's like gray.

143
00:08:45,850 --> 00:08:47,540
It's the material is not showing on it.

144
00:08:47,800 --> 00:08:53,500
And that's because it's a separate piece of the model and it's a different texture that goes on here.

145
00:08:53,770 --> 00:08:55,690
And we're not going to deal with that right now.

146
00:08:55,690 --> 00:08:57,270
So what I'm going to do and I don't like it anyway.

147
00:08:57,280 --> 00:08:58,670
I'm actually going to delete.

148
00:08:58,740 --> 00:09:03,060
So you can select the whole ramp or you can select just this guy here.

149
00:09:03,070 --> 00:09:05,910
I'm going to select just the outside here and delete it.

150
00:09:06,130 --> 00:09:07,660
And I like it better without it anyway.

151
00:09:07,810 --> 00:09:12,370
So there's a quarter pipe which I think is pretty cool.

152
00:09:12,370 --> 00:09:17,290
By the way this may seem really easy to you but it took me like a good three hours to figure out how

153
00:09:17,290 --> 00:09:20,370
to import and export proper file types get the sizing in there.

154
00:09:20,530 --> 00:09:26,800
So this is really good and important information to know and things to do here so I'm glad you get to

155
00:09:26,800 --> 00:09:31,810
see it here because it was very frustrating and cool.

156
00:09:31,810 --> 00:09:33,090
This looks really good.

157
00:09:33,090 --> 00:09:37,060
So I think our models are set up correctly they're imported correctly.

158
00:09:37,180 --> 00:09:41,990
And what we can do to see if it's actually working OK.

159
00:09:42,190 --> 00:09:45,160
We can go back to our rent place or visi.

160
00:09:45,190 --> 00:09:45,990
All right.

161
00:09:46,060 --> 00:09:51,880
And what we can do here is we can change this instead of ship scene.

162
00:09:52,240 --> 00:10:03,160
We can just pick one of these here like let's say pipe DHP and then run the project and see what happens.

163
00:10:04,840 --> 00:10:10,300
And when you run the app you should see a big massive object with graffiti on it in front of you like

164
00:10:10,300 --> 00:10:12,520
so and that means it's working.

165
00:10:12,520 --> 00:10:16,750
Of course it's not properly positioned to the ground or anything like that it's just floating in outer

166
00:10:16,750 --> 00:10:24,960
space and what are things really funny is how some of the tutorials out there on a market this is their

167
00:10:24,960 --> 00:10:25,700
tutorial.

168
00:10:25,720 --> 00:10:29,600
They they run the app and they show the object in 3-D space and that's Nuyorican.

169
00:10:29,610 --> 00:10:34,770
But anyway we're going to do a lot more than that but make sure it's up and running make sure there's

170
00:10:34,770 --> 00:10:35,450
no crashes.

171
00:10:35,460 --> 00:10:40,980
And you should see an object at this point you can basically put any type of 3D object in here so you

172
00:10:40,980 --> 00:10:45,840
want to go by your favorite 3-D assets whether it's a game character you know you want little minions

173
00:10:45,840 --> 00:10:51,930
running around in the real world you can do that mixture you convert them to a dot da e-file.

174
00:10:51,990 --> 00:10:57,870
And then you can import them here just for fun to see how they look and you have you have the tools

175
00:10:57,870 --> 00:10:59,980
needed to do that now so that's it for this video now.

176
00:11:00,030 --> 00:11:02,080
Mark Price at death slopes dot com.

177
00:11:02,100 --> 00:11:02,970
Moving on and forward.
