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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:10,240 Ok so we have just finished up our text you're paying for our wall pieces 2 00:00:10,496 --> 00:00:11,008 South 3 00:00:11,520 --> 00:00:16,384 We need to actually get this ready to go into unreal Engine in our game 4 00:00:16,896 --> 00:00:23,040 Spell the first thing I'm going to do is delete these modifiers because I was just using them to me 5 00:00:24,064 --> 00:00:26,112 Texture paint tiled appropriately 6 00:00:26,624 --> 00:00:30,720 But if you look at the grid here this wall pieces actually 12 by 12 7 00:00:31,232 --> 00:00:36,096 And it's not going to fit in Arsene so let's just press x to delete days to get 8 00:00:36,352 --> 00:00:37,376 4 by 4 9 00:00:37,888 --> 00:00:38,400 He's back 10 00:00:41,472 --> 00:00:43,264 We need to think about what are 11 00:00:43,520 --> 00:00:44,288 Prototype 12 00:00:45,056 --> 00:00:48,384 Wall pieces look like and we need to match the 13 00:00:48,640 --> 00:00:50,944 Finalised to it essential 14 00:00:51,712 --> 00:00:54,528 So let's open up a project here in unreal 15 00:00:55,040 --> 00:00:57,344 And also get just just one 16 00:00:59,136 --> 00:01:01,677 I'm going to pull this out to visualise it better so here we have 17 00:01:01,679 --> 00:01:04,028 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:04,028 --> 00:01:04,768 4 by 4 surface 19 00:01:05,024 --> 00:01:06,816 Bad is also 20 00:01:07,584 --> 00:01:09,120 Emily 10 cm 21 00:01:10,400 --> 00:01:13,472 So we want to make sure that we are either 22 00:01:13,728 --> 00:01:16,800 Making our final piece 10 cm 23 00:01:17,056 --> 00:01:21,664 Or just that we know that if we replace it with a flat plain that we will not have any gaps 24 00:01:22,432 --> 00:01:23,200 Cell 25 00:01:23,712 --> 00:01:29,856 I am going to make my wall piece of 10 cm thick because I believe that it will cause 26 00:01:30,112 --> 00:01:32,672 Issues when we go to replace these wall pieces 27 00:01:33,696 --> 00:01:36,768 So to do that was go back in the blender 28 00:01:38,048 --> 00:01:41,376 And remember that are good system is exactly the same here 29 00:01:41,888 --> 00:01:44,192 Essentially what we can do is 30 00:01:44,448 --> 00:01:47,520 Cam into edit mode and look at a flat plane here 31 00:01:48,800 --> 00:01:51,872 And we just need to extrude this 32 00:01:52,128 --> 00:01:53,920 Face by 10 cm 33 00:01:54,176 --> 00:01:55,200 Cell 34 00:01:58,272 --> 00:02:03,904 I am going to turn on GRID snapping here by coming up here and pressing this I can't first now 35 00:02:04,672 --> 00:02:10,560 Set a increment which means that will be using the grid in a wonder here 36 00:02:11,584 --> 00:02:13,120 I'm just going to 37 00:02:13,632 --> 00:02:17,984 Come into the front or the graphic view because remember if you will that 38 00:02:18,240 --> 00:02:19,264 Queen here for 39 00:02:19,520 --> 00:02:23,616 The what is actually Queen Street so it's actually a line with a floor at the 40 00:02:23,872 --> 00:02:25,152 At 2 41 00:02:26,176 --> 00:02:32,320 Also if we can hear or notice that are cleaners not sitting on the floor exactly if you remember when 42 00:02:32,576 --> 00:02:34,880 Let you bake are ambient occlusion for March 43 00:02:35,136 --> 00:02:36,928 Play we had a move it up slightly 44 00:02:37,440 --> 00:02:42,048 So let it clear that transform information about putting salt in gr 45 00:02:42,304 --> 00:02:42,816 Keyboard 46 00:02:44,608 --> 00:02:50,496 Thanks coming into Underground first and then pressing Alton Gianna keyboard and that'll snap it back down to the floor 47 00:02:51,264 --> 00:02:53,056 So if each of these 48 00:02:53,312 --> 00:02:55,616 Larger grid pieces is 1 m 49 00:02:56,128 --> 00:02:56,640 Then 50 00:02:56,896 --> 00:03:02,784 These small red pieces is going to be 10 cm so we just want to extrude it up by one 51 00:03:04,576 --> 00:03:05,856 Go to do that 52 00:03:06,112 --> 00:03:07,904 We are going to turn back into edit mode 53 00:03:08,416 --> 00:03:09,440 We're going to Sylhet 54 00:03:09,952 --> 00:03:13,024 The face that makes up currently the entirety of the plane 55 00:03:13,792 --> 00:03:17,632 I'm going to come in to Frank the graphic to get a better view of what I'm doing here 56 00:03:19,168 --> 00:03:25,312 Zoom in and tell these smaller divisions are visible at if we are zoomed out and we do this 57 00:03:25,824 --> 00:03:31,712 Blender will snap to the nearest grid line that is being rendered so it'll snap at home 58 00:03:35,808 --> 00:03:40,416 So we needed in actually see at least these gridlines here 59 00:03:40,672 --> 00:03:43,488 Resume in the morning goodnight to get obviously 60 00:03:44,000 --> 00:03:49,376 Will keep this in mind so these Wilder 132m because we know it's for me so 61 00:03:49,632 --> 00:03:52,704 We are closing at this point solicitors press to extrude 62 00:03:53,472 --> 00:03:56,032 And is easy to make sure it's in the z-plane 63 00:03:57,056 --> 00:03:57,824 And 64 00:03:58,080 --> 00:03:58,592 Quick 65 00:03:58,848 --> 00:04:01,664 After we reach 1 grid snap 66 00:04:04,736 --> 00:04:10,880 I'm just going to double check that everything is oriented correctly and I'm going to do that coming into the 67 00:04:11,648 --> 00:04:12,928 King on face Orient 68 00:04:13,696 --> 00:04:16,256 Now if your mesh if you were excluded in the car 69 00:04:16,512 --> 00:04:17,536 Direction your mum 70 00:04:17,791 --> 00:04:19,583 Your message should be blue 71 00:04:20,095 --> 00:04:23,679 If you extruded downstairs up your mesh 72 00:04:23,935 --> 00:04:28,543 And will not appear in the editor correctly because your normals are 73 00:04:29,567 --> 00:04:30,591 Cell 74 00:04:30,847 --> 00:04:34,431 Basically the interior of a match if we can zoom our camera in here 75 00:04:36,223 --> 00:04:42,367 Every match is made up of individual faces and every face has a front side and a bag 76 00:04:42,623 --> 00:04:43,135 Side 77 00:04:43,391 --> 00:04:44,415 And and 78 00:04:44,671 --> 00:04:48,511 Typically you only walk outside 79 00:04:48,767 --> 00:04:54,655 Will be rendered correctly because of performance reasons that's all the computer really cares about 80 00:04:55,167 --> 00:04:57,215 So if your message is read 81 00:04:58,495 --> 00:05:01,055 Instead of blue when you enable the 82 00:05:01,311 --> 00:05:03,359 Rhys orientation visualisation 83 00:05:03,871 --> 00:05:06,687 You need to flip your normals so to do that 84 00:05:06,943 --> 00:05:11,551 Another this is correct just in case it is not for you I want to show you had a flipping normal 85 00:05:12,063 --> 00:05:16,927 Did you like your going to come into edit mode 8 like everything 86 00:05:17,183 --> 00:05:18,463 Overall of course 87 00:05:19,487 --> 00:05:21,279 Ireland result in n 88 00:05:21,791 --> 00:05:23,327 Do you bring up the normal menu 89 00:05:23,583 --> 00:05:29,727 And depending on your mess you can either flip it manually which for me has now set my message 90 00:05:29,983 --> 00:05:30,495 Red 91 00:05:30,751 --> 00:05:36,383 Or you can hit recalculate outside which will just look at your message and try to say 92 00:05:36,895 --> 00:05:40,991 Alright if anything any face is that a point out words we want to flood the normals affair 93 00:05:41,247 --> 00:05:43,039 If there are incorrect so it should 94 00:05:43,295 --> 00:05:44,575 Put your home Ash 95 00:05:45,855 --> 00:05:49,439 Ok so just not a verified that I can turn 96 00:05:50,207 --> 00:05:52,511 Off my face orientation 97 00:05:52,767 --> 00:05:53,535 Visualisation 98 00:05:56,607 --> 00:06:02,239 Now the second thing I want to look at these edges here because as you can see that you're not 99 00:06:03,007 --> 00:06:03,775 Like 100 00:06:04,031 --> 00:06:07,103 Project the texture is not projected properly onto them 101 00:06:07,871 --> 00:06:10,175 That was because of course I painted it on to 102 00:06:10,431 --> 00:06:12,991 Black face and then I gave that say something 103 00:06:13,759 --> 00:06:17,343 So I'm need a look at the uvs for these faces 104 00:06:17,599 --> 00:06:18,111 Now 105 00:06:18,367 --> 00:06:19,647 Uvs are 106 00:06:20,927 --> 00:06:26,303 To put it simply essentially the wrapping paper that goes around your model 107 00:06:26,559 --> 00:06:27,071 Hello 108 00:06:27,327 --> 00:06:29,631 Blender or unreal or whatever 109 00:06:29,887 --> 00:06:33,471 How to project the textures that we have assigned to it 110 00:06:33,727 --> 00:06:35,007 VR material 111 00:06:36,031 --> 00:06:36,543 Cell 112 00:06:37,311 --> 00:06:42,431 Because I have essentially adding faces to this model after 113 00:06:42,943 --> 00:06:49,087 I create a texture I just need to make sure that these sides are properly online to are 114 00:06:49,343 --> 00:06:49,855 Image text 115 00:06:50,623 --> 00:06:53,695 So to do that I'm gonna come into UV editing here 116 00:06:54,207 --> 00:06:55,231 Which is going to pull 117 00:06:55,487 --> 00:07:01,631 This Workspace I just has our model here are three viewport on right and it has image 118 00:07:03,167 --> 00:07:04,447 Ever 119 00:07:04,703 --> 00:07:06,751 As opposed to being able to paint on there 120 00:07:07,007 --> 00:07:10,591 If I select any faces it will show how they are now 121 00:07:10,847 --> 00:07:11,615 What's 2 this image 122 00:07:11,871 --> 00:07:12,383 Self 123 00:07:12,639 --> 00:07:18,783 Because we started with a default playing we didn't have to do any of this before we started doing our texts 124 00:07:19,551 --> 00:07:21,087 With more complex 125 00:07:21,343 --> 00:07:26,463 Farms you will have to UV unwrap your model before you do the texturing 126 00:07:26,719 --> 00:07:30,815 But we will talk about that when we get to creating a unique key prop 127 00:07:31,583 --> 00:07:36,191 So Aldi faces that are causing problems for us are just decide 128 00:07:36,447 --> 00:07:39,775 This front face in the back space are mapped correctly with 129 00:07:40,031 --> 00:07:40,799 Can see it 130 00:07:41,567 --> 00:07:44,895 If we change over to our material 131 00:07:45,407 --> 00:07:45,919 Previous 132 00:07:47,967 --> 00:07:49,759 Just one of the side faces here 133 00:07:50,783 --> 00:07:52,575 You'll see that in the UV editor 134 00:07:53,343 --> 00:07:59,487 Is represented by a single line here which is not appropriate to the area of space actually 135 00:07:59,743 --> 00:08:00,255 Speaking up 136 00:08:01,279 --> 00:08:07,423 What I want to do is to unwrap Justice face year so to do that I'm going to select it 137 00:08:07,679 --> 00:08:08,191 This one 138 00:08:08,703 --> 00:08:11,775 EU what I'm having over the 3D side 139 00:08:14,335 --> 00:08:19,199 That is going to unwrap the face based on its area in space here 140 00:08:20,991 --> 00:08:24,831 And the next thing I need to do if I need to Orient it properly so 141 00:08:25,343 --> 00:08:26,623 We know that 142 00:08:27,135 --> 00:08:31,487 Face with a wine with his Edge here but when we are now after by default 143 00:08:31,999 --> 00:08:36,863 Blender tries to unwrap everything so it's aligned to the left bottom of 144 00:08:37,119 --> 00:08:38,655 De Vie space here 145 00:08:39,679 --> 00:08:45,311 So how to fix this I have to do is select the face on the 2D on the UV side 146 00:08:45,823 --> 00:08:50,687 I'm moving around now note that when I move something around here it will not affect 147 00:08:51,199 --> 00:08:55,039 The position of our actual mash so I'm just going to select this face 148 00:08:55,807 --> 00:08:57,599 How many are in now 149 00:08:58,367 --> 00:09:02,975 No I don't have to specify the Direction or the access here because 150 00:09:03,487 --> 00:09:05,279 This side is only using 151 00:09:05,791 --> 00:09:08,351 A two-dimensional space instead of using a 152 00:09:08,607 --> 00:09:09,631 Y and z 153 00:09:10,399 --> 00:09:16,031 It's really only using X and Y however to eliminate confusion between these 154 00:09:16,287 --> 00:09:17,055 Different type 155 00:09:18,079 --> 00:09:20,639 Instead of using the letters of X and Y 156 00:09:21,151 --> 00:09:25,759 We use the letters of u and v to describe this type of 2D space 157 00:09:26,271 --> 00:09:32,159 Just because the letters x and y are taken and if you go backwards at the alphabet you and your next 158 00:09:33,183 --> 00:09:36,255 Call you via space so 159 00:09:37,023 --> 00:09:39,071 I just want to align this now with the 160 00:09:39,583 --> 00:09:40,351 I'm just going to 161 00:09:40,607 --> 00:09:41,119 G 162 00:09:41,887 --> 00:09:43,423 Nyt editor 163 00:09:43,935 --> 00:09:49,823 Lining up here x or you can turn on snapping for the UV editor as well 164 00:09:50,335 --> 00:09:51,359 What was Number 2 in 165 00:09:51,615 --> 00:09:55,455 I'm just going to because I often find a dad is actually more 166 00:09:58,527 --> 00:10:00,319 So now and look at this face 167 00:10:00,345 --> 00:10:02,889 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 168 00:10:02,889 --> 00:10:02,623 In our 3D view 169 00:10:03,391 --> 00:10:06,207 You can see that these lines here these grout line 170 00:10:06,463 --> 00:10:08,511 Roughly line up with each other 171 00:10:09,023 --> 00:10:09,791 Which is what we 172 00:10:12,095 --> 00:10:14,911 And how exactly need to be about 173 00:10:15,167 --> 00:10:17,727 Five faces really depends on your approach 174 00:10:17,983 --> 00:10:21,823 If you have areas of your prototype better displaying these spaces such as 175 00:10:22,079 --> 00:10:22,591 Here 176 00:10:22,847 --> 00:10:26,687 You definitely want to take your time and UV unwrap them however 177 00:10:27,199 --> 00:10:33,343 If for instance on all the corners of my prototype that appeared like this I had these talk to 178 00:10:34,111 --> 00:10:38,207 Well I don't need to worry about how these face is love because we want to see 179 00:10:38,975 --> 00:10:43,327 In my case I do see them so I am going to uni and Rafael 180 00:10:43,583 --> 00:10:44,095 These faces 181 00:10:46,911 --> 00:10:53,055 This one is aligned to the left here I'm just going to hurt you and I grab and because it automatically outlines new 182 00:10:53,311 --> 00:10:55,359 Under out Ireland which I won't be cold 183 00:10:55,615 --> 00:10:58,175 Individual faces in the UV editor 184 00:10:58,687 --> 00:10:59,711 Because 185 00:10:59,967 --> 00:11:01,247 Play Lines 186 00:11:02,271 --> 00:11:06,879 New Islands to the website and done with that so I can just move on and you can see it 187 00:11:07,391 --> 00:11:08,415 Raps perfectly 188 00:11:10,719 --> 00:11:11,999 Turn the volume 189 00:11:14,559 --> 00:11:19,679 And to better increase the accuracy of this I am going to rotate 90 degrees 190 00:11:20,191 --> 00:11:24,543 But I want the pivot of that rotation to be straight here with a skirt 191 00:11:25,311 --> 00:11:31,455 Now this is the 2D cursor it looks exactly the same in functions exactly the same as the 3DS 192 00:11:31,711 --> 00:11:32,735 Of course we are in 193 00:11:32,991 --> 00:11:34,015 Space food 194 00:11:35,551 --> 00:11:41,695 How to change the point of rotation for this location operation I'm about 195 00:11:41,951 --> 00:11:43,231 Form I need to do 196 00:11:43,487 --> 00:11:45,535 This I can't hear 197 00:11:45,791 --> 00:11:46,559 We have the 198 00:11:46,815 --> 00:11:47,583 Location 199 00:11:47,839 --> 00:11:51,423 Currently accepted bounding Box Centre 200 00:11:51,935 --> 00:11:52,447 That one 201 00:11:52,703 --> 00:11:53,983 R9 202 00:11:54,751 --> 00:11:55,263 It looks great 203 00:11:58,335 --> 00:12:01,151 I'm also just going to move this app so it within the 204 00:12:01,407 --> 00:12:04,223 What is called the 021 UV Space 205 00:12:05,503 --> 00:12:07,295 Technically whenever you 206 00:12:07,807 --> 00:12:09,599 Unwrap something in your UV 207 00:12:11,135 --> 00:12:11,903 It will 208 00:12:12,159 --> 00:12:18,303 The image even though you're only seeing one in the preview it will extend indefinitely so if I play some 209 00:12:18,559 --> 00:12:21,375 Not here it will look at this as a tiling image 210 00:12:21,631 --> 00:12:27,519 And it will use the portion of the image that corresponds to whatever would be down here if this 211 00:12:27,775 --> 00:12:28,543 Definitely 212 00:12:29,311 --> 00:12:31,359 Of course we can visualise by 213 00:12:31,615 --> 00:12:32,639 Enabling the 214 00:12:32,895 --> 00:12:33,407 Repeat the message 215 00:12:34,175 --> 00:12:40,319 So this is how you can hear understands you are image text about for visual clarity for humans 216 00:12:40,575 --> 00:12:41,599 Typically only 217 00:12:42,879 --> 00:12:46,975 And this area is called 0210 Gear 218 00:12:47,487 --> 00:12:50,303 If you're thinking about this as a graph coordinates system 219 00:12:50,559 --> 00:12:51,839 4000 220 00:12:53,119 --> 00:12:58,239 Anything contained within the square is going to be referred to as 0 to 1 221 00:12:58,495 --> 00:12:59,007 Space 222 00:13:02,079 --> 00:13:06,943 I I just want it doesn't need necessarily need to be in here it's just good habit 223 00:13:07,455 --> 00:13:09,247 My to move it upwards 224 00:13:10,527 --> 00:13:12,063 Is properly aligned 225 00:13:12,319 --> 00:13:13,599 With an r 0 to 1 226 00:13:14,111 --> 00:13:14,623 Space 227 00:13:15,135 --> 00:13:19,487 And it doesn't like I may be moved it a little bit accidentally so I'm just going to wine 228 00:13:22,559 --> 00:13:24,095 Here we see about Lines 229 00:13:24,351 --> 00:13:25,119 Properly 230 00:13:26,399 --> 00:13:27,167 Play last one 231 00:13:27,423 --> 00:13:28,191 On the right 232 00:13:28,703 --> 00:13:29,471 You and 233 00:13:30,239 --> 00:13:33,567 Let me know take that for anything I just need to press G and 234 00:13:33,823 --> 00:13:34,847 To move it along 235 00:13:37,663 --> 00:13:38,943 Consuming and 236 00:13:39,455 --> 00:13:39,967 Hasn't 237 00:13:42,271 --> 00:13:42,783 Ok 238 00:13:45,087 --> 00:13:45,599 We are 239 00:13:45,855 --> 00:13:47,647 Almost ready to bring 240 00:13:48,415 --> 00:13:51,231 Into unrelenting however if we brought it in right now 241 00:13:51,743 --> 00:13:54,303 And we would not be able to reply 242 00:13:55,327 --> 00:13:56,863 Wall message 243 00:13:57,375 --> 00:14:00,447 Firstly because this is aligned as 244 00:14:00,703 --> 00:14:04,543 Flora currently where is it needs to be rotated by 90 degrees 245 00:14:05,567 --> 00:14:06,335 Cell 246 00:14:06,591 --> 00:14:08,383 To do that we have to do a select 247 00:14:08,639 --> 00:14:10,175 In object mode and press 248 00:14:10,687 --> 00:14:12,223 X90 249 00:14:13,503 --> 00:14:15,551 And that will align it as a wall 250 00:14:15,807 --> 00:14:21,183 However you feel at the pivot point for this mash is directly in the centre of the man 251 00:14:21,951 --> 00:14:26,047 Which is not going to work for our purposes we need it to be 252 00:14:26,303 --> 00:14:29,119 Because if we go back into unreal 253 00:14:29,887 --> 00:14:32,447 You look it up here we can see that the pivot point 254 00:14:32,959 --> 00:14:34,751 Is that the front bottom 255 00:14:35,263 --> 00:14:36,031 Of the match 256 00:14:36,543 --> 00:14:42,687 Now this is really important whenever you're going to make your final mesh assets to replace your blockmesh here 257 00:14:43,711 --> 00:14:46,527 Repair point needs to be exactly 258 00:14:46,783 --> 00:14:50,879 The same relative to the smash pieces otherwise when you go to a place 259 00:14:51,647 --> 00:14:57,791 Everything will be in the wrong place and are you basically have to go in and rebuild this by hand which was something we were 260 00:14:58,047 --> 00:14:58,815 Trying to avoid 261 00:14:59,583 --> 00:15:00,095 So 262 00:15:00,351 --> 00:15:02,399 Place are pivot point right here 263 00:15:02,911 --> 00:15:03,935 Honour smash 264 00:15:05,215 --> 00:15:07,007 Stop the way that I'm going to do this 265 00:15:07,519 --> 00:15:11,103 One to come to Frank with a graphic 266 00:15:11,359 --> 00:15:14,431 I'm going to press time to come into edit mode 267 00:15:14,943 --> 00:15:17,759 And now if I pressed a just everything here 268 00:15:18,271 --> 00:15:24,415 Now I move this mesh is pivot point will stay exactly where is in world space and I can just move them mash 269 00:15:24,671 --> 00:15:25,439 Relative to it 270 00:15:25,951 --> 00:15:27,999 So if I remove this an object mode 271 00:15:29,535 --> 00:15:33,119 My quiet you can see with the pivot is moving with it 272 00:15:33,375 --> 00:15:39,519 However if I haven't I don't know and now you can see that the pivot stays where it is so I'm just going to move the 273 00:15:39,775 --> 00:15:41,567 Relative to its pivot 274 00:15:42,079 --> 00:15:44,127 To match that orientation here 275 00:15:45,407 --> 00:15:47,711 Set alarm Western take care about right now 276 00:15:48,223 --> 00:15:53,855 I'm coming to one I'm going to re enable snapping in so I know that it's going to snap travel to the grid 277 00:15:55,903 --> 00:15:57,183 Everything selected 278 00:15:57,951 --> 00:15:59,487 Tell me the first GMC 279 00:16:00,255 --> 00:16:03,583 Until the bottom is at the bottom here 280 00:16:04,351 --> 00:16:05,887 It is at the bottom of the match 281 00:16:06,143 --> 00:16:07,935 And then I'm going to play some G and 282 00:16:11,519 --> 00:16:13,055 Now the other thing to notice 283 00:16:13,311 --> 00:16:15,359 Hear about this pivot is that it is 284 00:16:15,615 --> 00:16:18,687 Snaps to this front corner alarm at here 285 00:16:18,943 --> 00:16:25,087 We just want to make sure that are put it on our blender mesh is at a corner not in between these two 286 00:16:25,855 --> 00:16:27,647 What does it appears to be at the back 287 00:16:30,207 --> 00:16:32,767 Come into the right orthographe 288 00:16:33,535 --> 00:16:36,351 Was present g&y and move the mesh back 289 00:16:36,863 --> 00:16:39,679 So now we have our measures to perfectly to the square 290 00:16:41,215 --> 00:16:42,495 Ok so in order for 291 00:16:42,751 --> 00:16:43,775 Any of these changes 292 00:16:44,031 --> 00:16:49,151 We need to make sure that the transforms are zero doubt 293 00:16:49,663 --> 00:16:51,711 So what I mean by that is we need 294 00:16:51,967 --> 00:16:55,551 Play the changes that we've made to the rotation and location 295 00:16:56,575 --> 00:16:57,599 Because if we coming here 296 00:16:58,367 --> 00:17:02,463 We can see here at the scales at 2 and the rotations at 9 297 00:17:02,719 --> 00:17:05,535 Basically want these all the b0 and needs Alton 298 00:17:05,791 --> 00:17:08,607 1 in order for these two 299 00:17:08,863 --> 00:17:10,911 Convert properly to unreal Engine 300 00:17:11,679 --> 00:17:15,775 I'm just going to apply the transforms here so I'm going to collect my mash in the 301 00:17:16,031 --> 00:17:19,871 Edit viewport control in 302 00:17:20,127 --> 00:17:22,175 Doing up the apply menu I'm just going to 303 00:17:22,431 --> 00:17:23,199 All transfer 304 00:17:23,967 --> 00:17:30,111 So nothing has changed about our mesh but all these numbers have been 0 hours so we're basically saying 305 00:17:30,367 --> 00:17:33,695 This is the basic dimension for the smash 306 00:17:34,207 --> 00:17:35,743 If you remember it this was 307 00:17:36,255 --> 00:17:40,351 This is analogous to baking a rotation and scale when we were 308 00:17:40,607 --> 00:17:42,399 Generating h 309 00:17:42,655 --> 00:17:43,167 Prototype 310 00:17:44,191 --> 00:17:46,239 That is a century just what we have done 311 00:17:48,287 --> 00:17:54,431 Ok so the last step we need to take us to export this into a type of file that 312 00:17:54,687 --> 00:17:55,711 Real can bring in 313 00:17:56,223 --> 00:17:56,991 Cell 314 00:17:57,247 --> 00:18:02,367 If you recall a blender file is saved always as a dot blend 315 00:18:03,135 --> 00:18:09,279 And I cannot read this file type by default so let's export this into an FBI 316 00:18:10,303 --> 00:18:12,095 So to export is going to hit 5 317 00:18:13,119 --> 00:18:13,887 Explain 318 00:18:14,655 --> 00:18:18,751 Make sure that you have this message selected in your part when you do this 319 00:18:19,263 --> 00:18:20,543 Tile expert 320 00:18:20,799 --> 00:18:22,591 Ireland use the fbx 321 00:18:24,127 --> 00:18:29,759 I'm going to navigate to an area on your computer where you want to save this fbx file 322 00:18:30,783 --> 00:18:33,599 I'm going to give it a name with call ssm 323 00:18:35,903 --> 00:18:36,671 4 324 00:18:37,439 --> 00:18:41,023 Again I'm falling the unreal Engine meaning conventions here 325 00:18:41,279 --> 00:18:43,583 ISM prefix for static mesh 326 00:18:43,839 --> 00:18:49,983 Type it is and then because I know if you would have different types of walls like if you had a two year old 327 00:18:50,239 --> 00:18:51,007 Cornwall 328 00:18:51,519 --> 00:18:54,591 I like to further specify the type of wall and it is 329 00:18:55,615 --> 00:18:59,455 So what we need to do here before we can export is just 330 00:18:59,711 --> 00:19:00,735 Limit to 331 00:19:01,759 --> 00:19:05,087 Everything else should be fine to leave at default 332 00:19:05,343 --> 00:19:06,111 For this 333 00:19:07,391 --> 00:19:12,255 Settle make a note of where you are feeling this too because you're going to need to know that when you bring it in 334 00:19:12,767 --> 00:19:14,303 And just x 4-ft 335 00:19:15,839 --> 00:19:16,351 Ok 336 00:19:17,631 --> 00:19:21,727 Once you have this exported we're going to jump back over to unreal 337 00:19:26,847 --> 00:19:29,151 So we talk about how to import 338 00:19:29,407 --> 00:19:35,551 Acids before with these are all acids and things like that in relatively the process is going to be 339 00:19:36,063 --> 00:19:36,575 The same 340 00:19:37,599 --> 00:19:43,743 So I'm just going to first create a new folder I have my generated mesh folder here for all 341 00:19:43,999 --> 00:19:48,351 Prototypes that I would like to save my final or acids in a different folder 342 00:19:49,119 --> 00:19:50,655 I'm just going to write quick 343 00:19:51,167 --> 00:19:52,447 New folder 344 00:19:52,959 --> 00:19:53,983 Can uterine polyps 345 00:19:55,775 --> 00:19:57,311 Double click to open now 346 00:19:57,823 --> 00:20:02,431 And I'm going to import the file I just created so you can either 347 00:20:03,199 --> 00:20:06,271 Find it in your file browser 348 00:20:06,527 --> 00:20:11,135 Wherever you saved it you can you find it and bring it in directly from here I could drive 349 00:20:11,647 --> 00:20:15,231 Or you can also hit this import button right here 350 00:20:15,487 --> 00:20:17,023 Bring up a file browser 351 00:20:17,279 --> 00:20:19,327 Navigate to where you feel 352 00:20:22,143 --> 00:20:25,215 Now it's going to give you this pop up for your import options 353 00:20:26,239 --> 00:20:32,383 Most of these can be left at default however I do want to 354 00:20:32,639 --> 00:20:34,175 Name some things in the material here 355 00:20:35,199 --> 00:20:37,247 Because we have a material applied 356 00:20:37,759 --> 00:20:38,783 To this 357 00:20:39,039 --> 00:20:41,087 I'm going to try to bring it in 358 00:20:41,599 --> 00:20:47,743 And credit import the material with it which sounds like something that we would want but actually fine 359 00:20:47,999 --> 00:20:50,047 Send a dick cleaner results if I do 360 00:20:50,559 --> 00:20:52,607 Change the search location to do not search 361 00:20:53,375 --> 00:20:58,239 In a material import method to do not create material because we're gonna created our cells by 362 00:20:59,263 --> 00:21:03,615 Uncheck this import textures I'm going to bring the texture is in mice 363 00:21:04,895 --> 00:21:06,175 Celbridge 364 00:21:09,247 --> 00:21:10,015 Don't worry about 365 00:21:10,527 --> 00:21:12,063 Air pollution effects 366 00:21:12,831 --> 00:21:16,928 So basically what we've been important now is just a sprain 367 00:21:18,976 --> 00:21:19,488 Wow 368 00:21:20,000 --> 00:21:24,352 He's here you know if we give it or grin material at this point 369 00:21:25,120 --> 00:21:27,424 It will look exactly the same as our prototype 370 00:21:27,936 --> 00:21:34,080 The reason why I brought in a new piece vs just replacing the textures on a prototype 371 00:21:34,336 --> 00:21:39,200 That's because the uvs for this or not set up correctly to handle the textures we created 372 00:21:39,712 --> 00:21:40,224 For this 373 00:21:40,480 --> 00:21:45,344 And that is why I want to all the trouble of creating a separate merchants because I need the UV 374 00:21:47,136 --> 00:21:51,232 Gohenry remove that and also going to create a new folder 375 00:21:51,744 --> 00:21:53,280 Under my contact here 376 00:21:53,536 --> 00:21:54,816 I'm going to call this one 377 00:21:56,608 --> 00:22:01,216 And now we're just going to bring any image textures that We Created in blender 378 00:22:01,984 --> 00:22:04,288 Ayo the BBC in the 379 00:22:06,592 --> 00:22:08,128 And you'll get the Sorting here that 380 00:22:08,384 --> 00:22:11,200 What is important as a normal map which is what we were 381 00:22:12,992 --> 00:22:18,624 Blender and real has an amazing medical way of just knowing when something is in 382 00:22:21,440 --> 00:22:22,976 Ok so what's it see more 383 00:22:23,488 --> 00:22:25,024 Deceive even here so 384 00:22:26,816 --> 00:22:31,680 We cannot apply directly to the nursery first need to set up a material 385 00:22:32,192 --> 00:22:35,520 Now we're a little bit familiar with materials 386 00:22:36,544 --> 00:22:41,152 Because we were duplicating materials to create our prototype grid 387 00:22:41,408 --> 00:22:44,992 How to set up a new material from scratch here 388 00:22:45,760 --> 00:22:48,576 So what I'm going to do here's I'm actually going to pause recording 389 00:22:48,832 --> 00:22:54,720 And I'm only come back will look at how to create a new material for it this piece 30443

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