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Alright now that we have fun of some of the
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Basics of blender down I want to talk a little bit about the work flower going to be using
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The news
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I'm creating this flowchart here
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General overview of the steps of creating an asset
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For a game
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Some of these we have done already
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So back at the course we spent a good deal of time on our Concepts are planning in our reference gather
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Now
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This is specifically with individual acids in mind however the
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Works well does sort of apply to creating a
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A game level as a whole as well
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In this phase the concept including phase we did our level design we did our walk through
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We also dead or asset less and
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Reference Gathering for some of those assets
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We then moved into the prototyping phase which we did in unreal
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For each of the
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Individual pieces that we
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In Our Time
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We went through
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Basically this look right here so we asked herself is
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The Pisa or making an ineradicable peace and for things like the walls and the Four Seasons
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We are sort of stool out with those pieces right here
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That's for the pieces that were interactive all such as the traps
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Yes so from there we went into our functionality which for us was scripting in
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Unreal Engine blueprints
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Test of the scripts by playing through level
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Evaluated if they met the functional
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That we needed if they did not we went back and we fix any errors or problems that we had on our design and then we can
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Loop through until the answer was yes
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Now that brings us to where we are in the course right now
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From here on this whole section is about creating the Ark assets that are going to replace our
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Now I have broken down into sort of subcategories of the workflow
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I just wanted to give you an overview so you can see where we're going with each of these pieces of work anime
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I start with some basic modelling to get the general form of our piece
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And then organised asked if we need sort of a higher resolution version
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Smoothly run in the game engine
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If the answer is yes if we need more detail
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Going to sculpt a high resolution version of our mesh
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From there we will need to apologise
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We will make it down
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Really clean really nice version of the mash running smoothly in a real time
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Now if this is gibberish you don't worry that was because we have
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Done this portion of the course
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But this is where we are going to model a proper Dua
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Break it down to a low res version and texture
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A the way that we want in our game engine
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Now all of this orange section right here
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Is a portion we will be doing in one day
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Finished game we're going to bring it back into and rail to replace our prototypes
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In from there will look at how to get materials properly setup server
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That they appear correctly in the unreal Engine
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And then we will finish
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That is a general overview
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How you go about
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Developing
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4 games
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So
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For our first example we are going to be doing
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Unique
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The workflow for these types of pieces is the simplest and here's most
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Just waiting this chat
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The first thing we need to do
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Which piece we are going to create a
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Finish at 4
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Now
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In this case I'm going to be doing the assets for these following blocks here so he will call we have these
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Sharks in our
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What was that fall down when we went through them so we're going to be replacing
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Leave for the very boring blank cubes with something a little more polished
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The first step
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Creating something like this
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Is to refer to our references that we get there
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We did this at the beginning of the course
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But if
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For some reason you did not work
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You need more specific reference now by the time to go and find specific reference
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4
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What we are going to put here
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And really develop the idea for
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So4
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Specifically I am going to make something along the lines of these olmec head
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Let's talk about how we would go about doing this in blender
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So I'm going to start with a new blender file here
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And this is just the general template of
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Now
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Just because I often find that they are in a way I am going to delete my life
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In my camera
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We can leave it for now because we're actually going to use it as a jumping off point
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For our model but I'm going to hide it in the viewport
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Just clicking this I icon in the outliner here
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You can also press
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Age to hide things quickly from a keyboard shortcut
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And bring everything back that is hidden with all 10
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Each on the keyboard
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Because the first thing I will actually want to do is bring some of these reference images
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Into blender itself
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So the first thing you need to know about bringing reference images into blender is that they must be saved
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Your hard drive in order for them to be loaded into blender
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If you are using
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The way I am here
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Gareth is great for really quickly accumulating a lot of images
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These images are not saved individually to my hard drive anyway
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Sell it order to do that
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If you are using curious
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All you need to do is select
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The image that you wish to save to your hard drive
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Right click on it
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In export
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And then just choose a selected images
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From there you'll get a file browser in a use have to choose the location where you wish to save it
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Select folder and then you can give it a name
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So none of this image is saved
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To my
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Save to hard drive
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In the location and I selected for
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Now I don't know where we can bring it in the blender
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There are a couple different ways of going about this in it will largely
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Rely on personal preference that I'm going to show you
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Two ways that are pending for getting references into
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First way is to put your reference images directly into your 3D viewport
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What's the weather going to do this is in
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Is in the 3D viewport going to press shift in a
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And actually let me pull up my keystroke
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Display so I'm impossible but now I have a sort of display of my keystrokes
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To help you sort of for long because
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Wanda is a very hockey heavy program
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They use a lot of keyboard shortcut
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Play Marlon Brando
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Unfortunately it is does not capture anything that I clicked like a right click on it won't
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Play this right here but I will do it
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In what I'm doing in what buttons I'm pressing so that you can follow along easily but just keep in mind
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I'm going to have my keys right
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Menu in Barnet
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Instead of doing a mash what we are actually going to do is come down here and select image
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Now there's two different types of energy you can select recipe
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Or background
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These are functionally basically the same thing they just have different settings
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Preset settings I should say so
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You can choose a reference and fill with the settings and
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Basically give it the same settings as a background and vice versa so it largely doesn't matter
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If you want to see the difference if you just having your cursor over it says a reference image
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Will be added to the theme between Arms
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In a background image will be behind object so basically if I have my cube up here
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Visible
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A reference image if the image itself is in front of the cube it will be displayed as
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Being in front of the queue
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However if I use a background image in will always be shown as behind the cube no matter what angle I
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We compress knowledge for you!
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Background image
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And we're just going to navigate to the location
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Where we saved our image
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And there we have it now you'll see because I was viewing this queue at an angle my image has come
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In a line
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How my view was
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My camera view I should say
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Sell this is
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Inherently very youthful especially if your reference images are orthographic ones you want to align
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The world space here
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Clear the rotation by hitting altenahr
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I've just got an appointment to straight up
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From here I can rotated 90 degrees to be
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Facing forward
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Temperature for star
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Accidentally
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G and Y can you get back on the way
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And here I have my reference image all ready to go right next to what will be
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So full especially if you have orthographics references
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Because I can do from here is press one to look at it in the fridge
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And you know if this image was one that
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Viewed from straight and I can basically
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Model over
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Imagine
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That is a really useful way to add images
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Pesakit way is if you have
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Something like this
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And the other way that is a good way to add a reference image in the blender
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Is I'm going to delete this from the viewport
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We don't need
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I'm going to do as I'm going to bring
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My menus over here
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I'm going to create a new window right here by
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Putting my cursor down into the corner
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Until I get the cross hairs and Dragon
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3 instead of 2
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Leave windows in blender are completely configurable so you can set up your workspace
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Anyway that you choose
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I'm just leaving it at the default for the sake of simplicity
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Now I have two copies of my properties window here so I want to change this one to be an
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Image viewer
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So I'm just going to hit the strip down here
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How many counted into image editor in C
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That will give you this window here
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Display any image that you said to display in it right now it is blowing so
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Image
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So the way that you would
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Open fire
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Navigate to
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Replace on you
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Computer real estate agent open at
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And now we can just view it for them off to the side as we model
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Over here
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Alternatively if you already have your Image loaded
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Into blender it remembers that cell
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Because I already brought the image in once if I just clicked a strap down here
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You can see my image is already saved in it remember that
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So
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That is how you bring reference image
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Directly into blender
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In a course alternatively if you have a second monitor is always helpful to have your reference images after the
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In another program or
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Something like having your period bored after the side here
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Is as helpful as well
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We're going to take a quick break here and when we come back we are going to actually starting modelling this piece
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