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Ok so we have just finished up our text you're paying for our wall pieces
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South
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We need to actually get this ready to go into unreal Engine in our game
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Spell the first thing I'm going to do is delete these modifiers because I was just using them to me
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Texture paint tiled appropriately
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But if you look at the grid here this wall pieces actually 12 by 12
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And it's not going to fit in Arsene so let's just press x to delete days to get
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4 by 4
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He's back
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We need to think about what are
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Prototype
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Wall pieces look like and we need to match the
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Finalised to it essential
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So let's open up a project here in unreal
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And also get just just one
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I'm going to pull this out to visualise it better so here we have
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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4 by 4 surface
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Bad is also
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Emily 10 cm
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So we want to make sure that we are either
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Making our final piece 10 cm
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Or just that we know that if we replace it with a flat plain that we will not have any gaps
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Cell
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I am going to make my wall piece of 10 cm thick because I believe that it will cause
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Issues when we go to replace these wall pieces
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So to do that was go back in the blender
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And remember that are good system is exactly the same here
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Essentially what we can do is
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Cam into edit mode and look at a flat plane here
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And we just need to extrude this
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Face by 10 cm
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Cell
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I am going to turn on GRID snapping here by coming up here and pressing this I can't first now
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Set a increment which means that will be using the grid in a wonder here
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I'm just going to
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Come into the front or the graphic view because remember if you will that
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Queen here for
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The what is actually Queen Street so it's actually a line with a floor at the
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At 2
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Also if we can hear or notice that are cleaners not sitting on the floor exactly if you remember when
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Let you bake are ambient occlusion for March
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Play we had a move it up slightly
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So let it clear that transform information about putting salt in gr
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Keyboard
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Thanks coming into Underground first and then pressing Alton Gianna keyboard and that'll snap it back down to the floor
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So if each of these
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Larger grid pieces is 1 m
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Then
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These small red pieces is going to be 10 cm so we just want to extrude it up by one
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Go to do that
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We are going to turn back into edit mode
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We're going to Sylhet
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The face that makes up currently the entirety of the plane
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I'm going to come in to Frank the graphic to get a better view of what I'm doing here
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Zoom in and tell these smaller divisions are visible at if we are zoomed out and we do this
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Blender will snap to the nearest grid line that is being rendered so it'll snap at home
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So we needed in actually see at least these gridlines here
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Resume in the morning goodnight to get obviously
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Will keep this in mind so these Wilder 132m because we know it's for me so
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We are closing at this point solicitors press to extrude
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And is easy to make sure it's in the z-plane
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And
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Quick
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After we reach 1 grid snap
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I'm just going to double check that everything is oriented correctly and I'm going to do that coming into the
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King on face Orient
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Now if your mesh if you were excluded in the car
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Direction your mum
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Your message should be blue
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If you extruded downstairs up your mesh
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And will not appear in the editor correctly because your normals are
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Cell
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Basically the interior of a match if we can zoom our camera in here
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Every match is made up of individual faces and every face has a front side and a bag
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Side
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And and
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Typically you only walk outside
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Will be rendered correctly because of performance reasons that's all the computer really cares about
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So if your message is read
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Instead of blue when you enable the
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Rhys orientation visualisation
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You need to flip your normals so to do that
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Another this is correct just in case it is not for you I want to show you had a flipping normal
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Did you like your going to come into edit mode 8 like everything
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Overall of course
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Ireland result in n
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Do you bring up the normal menu
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And depending on your mess you can either flip it manually which for me has now set my message
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Red
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Or you can hit recalculate outside which will just look at your message and try to say
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Alright if anything any face is that a point out words we want to flood the normals affair
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If there are incorrect so it should
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Put your home Ash
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Ok so just not a verified that I can turn
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Off my face orientation
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Visualisation
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Now the second thing I want to look at these edges here because as you can see that you're not
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Like
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Project the texture is not projected properly onto them
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That was because of course I painted it on to
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Black face and then I gave that say something
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So I'm need a look at the uvs for these faces
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Now
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Uvs are
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To put it simply essentially the wrapping paper that goes around your model
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Hello
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Blender or unreal or whatever
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How to project the textures that we have assigned to it
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VR material
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Cell
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Because I have essentially adding faces to this model after
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I create a texture I just need to make sure that these sides are properly online to are
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Image text
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So to do that I'm gonna come into UV editing here
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Which is going to pull
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This Workspace I just has our model here are three viewport on right and it has image
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Ever
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As opposed to being able to paint on there
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If I select any faces it will show how they are now
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What's 2 this image
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Self
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Because we started with a default playing we didn't have to do any of this before we started doing our texts
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With more complex
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Farms you will have to UV unwrap your model before you do the texturing
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But we will talk about that when we get to creating a unique key prop
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So Aldi faces that are causing problems for us are just decide
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This front face in the back space are mapped correctly with
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Can see it
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If we change over to our material
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Previous
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Just one of the side faces here
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You'll see that in the UV editor
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Is represented by a single line here which is not appropriate to the area of space actually
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Speaking up
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What I want to do is to unwrap Justice face year so to do that I'm going to select it
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This one
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EU what I'm having over the 3D side
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That is going to unwrap the face based on its area in space here
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And the next thing I need to do if I need to Orient it properly so
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We know that
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Face with a wine with his Edge here but when we are now after by default
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Blender tries to unwrap everything so it's aligned to the left bottom of
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De Vie space here
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So how to fix this I have to do is select the face on the 2D on the UV side
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I'm moving around now note that when I move something around here it will not affect
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The position of our actual mash so I'm just going to select this face
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How many are in now
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No I don't have to specify the Direction or the access here because
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This side is only using
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A two-dimensional space instead of using a
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Y and z
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It's really only using X and Y however to eliminate confusion between these
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Different type
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Instead of using the letters of X and Y
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We use the letters of u and v to describe this type of 2D space
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Just because the letters x and y are taken and if you go backwards at the alphabet you and your next
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Call you via space so
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I just want to align this now with the
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I'm just going to
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G
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Nyt editor
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Lining up here x or you can turn on snapping for the UV editor as well
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What was Number 2 in
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I'm just going to because I often find a dad is actually more
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So now and look at this face
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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In our 3D view
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You can see that these lines here these grout line
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Roughly line up with each other
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Which is what we
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And how exactly need to be about
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Five faces really depends on your approach
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If you have areas of your prototype better displaying these spaces such as
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Here
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You definitely want to take your time and UV unwrap them however
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If for instance on all the corners of my prototype that appeared like this I had these talk to
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Well I don't need to worry about how these face is love because we want to see
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In my case I do see them so I am going to uni and Rafael
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These faces
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This one is aligned to the left here I'm just going to hurt you and I grab and because it automatically outlines new
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Under out Ireland which I won't be cold
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Individual faces in the UV editor
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Because
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Play Lines
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New Islands to the website and done with that so I can just move on and you can see it
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Raps perfectly
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Turn the volume
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And to better increase the accuracy of this I am going to rotate 90 degrees
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But I want the pivot of that rotation to be straight here with a skirt
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Now this is the 2D cursor it looks exactly the same in functions exactly the same as the 3DS
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Of course we are in
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Space food
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How to change the point of rotation for this location operation I'm about
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Form I need to do
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This I can't hear
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We have the
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Location
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Currently accepted bounding Box Centre
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That one
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R9
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It looks great
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I'm also just going to move this app so it within the
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What is called the 021 UV Space
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Technically whenever you
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Unwrap something in your UV
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It will
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The image even though you're only seeing one in the preview it will extend indefinitely so if I play some
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Not here it will look at this as a tiling image
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And it will use the portion of the image that corresponds to whatever would be down here if this
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Definitely
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Of course we can visualise by
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Enabling the
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Repeat the message
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So this is how you can hear understands you are image text about for visual clarity for humans
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Typically only
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And this area is called 0210 Gear
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If you're thinking about this as a graph coordinates system
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4000
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Anything contained within the square is going to be referred to as 0 to 1
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Space
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I I just want it doesn't need necessarily need to be in here it's just good habit
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My to move it upwards
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Is properly aligned
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With an r 0 to 1
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Space
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And it doesn't like I may be moved it a little bit accidentally so I'm just going to wine
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Here we see about Lines
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Properly
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Play last one
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On the right
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You and
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Let me know take that for anything I just need to press G and
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To move it along
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Consuming and
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Hasn't
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Ok
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We are
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Almost ready to bring
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Into unrelenting however if we brought it in right now
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And we would not be able to reply
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Wall message
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Firstly because this is aligned as
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Flora currently where is it needs to be rotated by 90 degrees
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Cell
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To do that we have to do a select
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In object mode and press
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X90
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And that will align it as a wall
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However you feel at the pivot point for this mash is directly in the centre of the man
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Which is not going to work for our purposes we need it to be
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Because if we go back into unreal
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You look it up here we can see that the pivot point
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Is that the front bottom
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Of the match
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Now this is really important whenever you're going to make your final mesh assets to replace your blockmesh here
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Repair point needs to be exactly
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The same relative to the smash pieces otherwise when you go to a place
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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
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Trying to avoid
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So
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Place are pivot point right here
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Honour smash
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Stop the way that I'm going to do this
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One to come to Frank with a graphic
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I'm going to press time to come into edit mode
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And now if I pressed a just everything here
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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
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Relative to it
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So if I remove this an object mode
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My quiet you can see with the pivot is moving with it
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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
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Relative to its pivot
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To match that orientation here
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Set alarm Western take care about right now
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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
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Everything selected
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Tell me the first GMC
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Until the bottom is at the bottom here
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It is at the bottom of the match
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And then I'm going to play some G and
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Now the other thing to notice
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Hear about this pivot is that it is
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Snaps to this front corner alarm at here
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We just want to make sure that are put it on our blender mesh is at a corner not in between these two
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What does it appears to be at the back
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Come into the right orthographe
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Was present g&y and move the mesh back
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So now we have our measures to perfectly to the square
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Ok so in order for
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Any of these changes
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We need to make sure that the transforms are zero doubt
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So what I mean by that is we need
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Play the changes that we've made to the rotation and location
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Because if we coming here
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We can see here at the scales at 2 and the rotations at 9
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Basically want these all the b0 and needs Alton
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1 in order for these two
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Convert properly to unreal Engine
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I'm just going to apply the transforms here so I'm going to collect my mash in the
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Edit viewport control in
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Doing up the apply menu I'm just going to
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All transfer
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So nothing has changed about our mesh but all these numbers have been 0 hours so we're basically saying
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This is the basic dimension for the smash
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If you remember it this was
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This is analogous to baking a rotation and scale when we were
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Generating h
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Prototype
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That is a century just what we have done
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Ok so the last step we need to take us to export this into a type of file that
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Real can bring in
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Cell
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If you recall a blender file is saved always as a dot blend
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And I cannot read this file type by default so let's export this into an FBI
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00:18:10,303 --> 00:18:12,095
So to export is going to hit 5
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Explain
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Make sure that you have this message selected in your part when you do this
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Tile expert
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Ireland use the fbx
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I'm going to navigate to an area on your computer where you want to save this fbx file
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I'm going to give it a name with call ssm
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4
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Again I'm falling the unreal Engine meaning conventions here
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ISM prefix for static mesh
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Type it is and then because I know if you would have different types of walls like if you had a two year old
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Cornwall
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I like to further specify the type of wall and it is
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So what we need to do here before we can export is just
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Limit to
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Everything else should be fine to leave at default
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For this
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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
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And just x 4-ft
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Ok
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Once you have this exported we're going to jump back over to unreal
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00:19:26,847 --> 00:19:29,151
So we talk about how to import
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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
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00:19:36,063 --> 00:19:36,575
The same
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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
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00:19:43,999 --> 00:19:48,351
Prototypes that I would like to save my final or acids in a different folder
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I'm just going to write quick
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New folder
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Can uterine polyps
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Double click to open now
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And I'm going to import the file I just created so you can either
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Find it in your file browser
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Wherever you saved it you can you find it and bring it in directly from here I could drive
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Or you can also hit this import button right here
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Bring up a file browser
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Navigate to where you feel
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00:20:22,143 --> 00:20:25,215
Now it's going to give you this pop up for your import options
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00:20:26,239 --> 00:20:32,383
Most of these can be left at default however I do want to
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00:20:32,639 --> 00:20:34,175
Name some things in the material here
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00:20:35,199 --> 00:20:37,247
Because we have a material applied
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00:20:37,759 --> 00:20:38,783
To this
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00:20:39,039 --> 00:20:41,087
I'm going to try to bring it in
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And credit import the material with it which sounds like something that we would want but actually fine
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00:20:47,999 --> 00:20:50,047
Send a dick cleaner results if I do
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00:20:50,559 --> 00:20:52,607
Change the search location to do not search
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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
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00:20:59,263 --> 00:21:03,615
Uncheck this import textures I'm going to bring the texture is in mice
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00:21:04,895 --> 00:21:06,175
Celbridge
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00:21:09,247 --> 00:21:10,015
Don't worry about
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00:21:10,527 --> 00:21:12,063
Air pollution effects
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00:21:12,831 --> 00:21:16,928
So basically what we've been important now is just a sprain
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00:21:18,976 --> 00:21:19,488
Wow
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00:21:20,000 --> 00:21:24,352
He's here you know if we give it or grin material at this point
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00:21:25,120 --> 00:21:27,424
It will look exactly the same as our prototype
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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
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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
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For this
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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
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00:21:47,136 --> 00:21:51,232
Gohenry remove that and also going to create a new folder
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Under my contact here
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00:21:53,536 --> 00:21:54,816
I'm going to call this one
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00:21:56,608 --> 00:22:01,216
And now we're just going to bring any image textures that We Created in blender
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00:22:01,984 --> 00:22:04,288
Ayo the BBC in the
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00:22:06,592 --> 00:22:08,128
And you'll get the Sorting here that
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00:22:08,384 --> 00:22:11,200
What is important as a normal map which is what we were
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00:22:12,992 --> 00:22:18,624
Blender and real has an amazing medical way of just knowing when something is in
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00:22:21,440 --> 00:22:22,976
Ok so what's it see more
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00:22:23,488 --> 00:22:25,024
Deceive even here so
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00:22:26,816 --> 00:22:31,680
We cannot apply directly to the nursery first need to set up a material
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00:22:32,192 --> 00:22:35,520
Now we're a little bit familiar with materials
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00:22:36,544 --> 00:22:41,152
Because we were duplicating materials to create our prototype grid
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00:22:41,408 --> 00:22:44,992
How to set up a new material from scratch here
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00:22:45,760 --> 00:22:48,576
So what I'm going to do here's I'm actually going to pause recording
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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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