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Blender and 3D Modeling
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I want to show you
how to quickly add in a texture to this.
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I pulled up this bottom menu
so that we can see our shading layout,
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which is this Shader Editor.
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By hitting that dropdown,
you can switch between modes.
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I'll be using the Shader Editor.
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Click on the object to add texture.
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Here, let's add a simple texture
to this cube.
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I'll click on that.
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We can now add in a new texture
and give it a name.
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I'll call this Test Texture.
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It's important to keep good naming
for the textures as you go along.
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You will see when we added that in,
we were given two nodes here.
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This is Blender's node interface.
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It's how Blender represents textures
in our scene.
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You have
what's called a Principled BSDF shader.
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It has a whole host
of different slider properties
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that you can influence
by moving a slider here on your scene
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clicking out into a Material Output.
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This is where everything
will be piping out to, Material Output.
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You can affect the Surface
and the Volume of your object.
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This is useful
when we add atmospheric effects
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like fog and the God ray effect
that you see.
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That'll be affected through that.
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You can also displace geometry
through here in cycles
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by influencing this Displacement method,
which is very nifty.
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We can also pipe different inputs
into all these properties,
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which is what we will be doing
for a lot of our texturing here.
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For starters, I'm keeping things simple
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and adding some of the basic nodes
from Blender's node editor here.
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Similar to how we added in objects
to our scene, if you hit Shift + A,
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you open the Add menu
for all the nodes.
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You can see a bunch of different things
to add into our scene.
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We will be adding in
some Image Textures later on.
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This is the primary texture
that I use mostly,
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Image Texture plugged in.
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To show you
how to influence some of the textures,
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let's bring in this Brick Texture.
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Let me pipe the Color,
this yellow output here,
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into our base color.
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Now you can see
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it's added in this brick effect
across the texture.
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This is an interesting way
to add some bricks to your scene.
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You can change the spacing
of these as well.
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If I change some of the properties here,
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I can change the scaling
of these bricks.
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I can change the width of them.
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You can also change the color
of these here.
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If I want to make these bricks blue,
I can do that as well.
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You can also influence other properties.
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I'll get more into detail
on how these work later on,
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but I want to show you
how to add something in simply
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like a texture like that.
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I want to show you how to add in
some overall World lighting to this.
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Now, the only lighting in our scene
is being cast
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from this little point light here.
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What I use for all of my scenes
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are what are called HDRIs,
which are these environment textures.
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It's like a huge 360 image
that wraps around your scene
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and applies a lot of nice lighting
to your scene.
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Why I like to use HDRIs
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is because of the variety of colors
that you get from it.
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It makes your scenes
look more photo-realistic
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when you have a whole splash of colors.
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As we have talked about earlier,
observing the world around you,
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you notice that the sky, for example,
isn't just one color.
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If you look at it,
it has all different shades
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of blue, grey, purple, red.
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There is so much different stuff
going on in the sky
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that by using one color for the sky,
let's say by default,
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I'll click on World Properties here.
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Right now, our sky is this grey color
but let's brighten this up
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and make it a light blue sky.
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This doesn't look realistic
because it's just using one color,
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so when we are splashing this
on our object,
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it just looks CGI.
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It's looking too fake.
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We want to control this a lot more
by using HDRIs.
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If I click on this yellow thing
you see here,
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it allows me to change the texture
I'm piping into our world's texture.
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For example, when you are looking
at the nodes here on this object,
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our world has node inputs as well.
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If I click on this dropdown here
and then go from Object to World,
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this is what is going on
to influence the texture that you see.
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We are plugging a color
with some strength.
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If I crank this up, it's its brightness,
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into our Surface output.
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We want to change this node
into an environment node.
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I can do that
by clicking on Environment.
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This allows us to open up an image here.
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I have a couple of HDRIs downloaded
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and I have linked a bunch
of awesome ones that are free
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in the resources for this unit as well.
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You can peruse those
and find a whole bunch of HDRIs
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that work for your scene,
your sunrises, sunsets, mid-day things,
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and all kinds of things
that add lighting to your scene.
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Take some time to experiment with those.
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Now, I'll hit Open
and navigate to where I saved my HDRIs.
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You can see
I have different ones saved here.
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Let me just open this second one,
which is gamrig_4K HDRI.
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Now, if I use the middle-mouse button
and look around,
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it's added this HDRI as a background
to our whole scene.
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I'm looking all around it.
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It's now this 360 wrap of everything.
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That's cool to see as well.
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It added in a more realistic lighting
to our scene.
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It's hard to tell as we don't have
exciting objects in our scene,
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but if we were to have rocks
and different things here,
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that would look cool.
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That's an easy way to add HDRIs in here.
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I'll be talking more
about how to do this in later units too,
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but I wanted to show you
the importing process for that.
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Next, we'll talk about the camera,
which is the most important part here.
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It's how we'll be viewing our scene.
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To get into the camera,
as I said before,
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you can hit 0 on your numpad,
and this is the camera view.
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What I like to do
is have a Viewport here on the left
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and a Camera view on the right
with our Render view
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where we look through the camera.
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I prefer switching this off.
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I'll make this my Viewport
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and I'll make this
my Render view on the right.
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I am looking now through my camera here.
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If I don't want to see this extra stuff
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and to speed up my rendering,
I can go into this Output Properties tab
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and click on Render Region.
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Now, it's cropping to render
what's within our Camera view for this.
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We can also change the formatting
of our camera resolution.
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X is the horizontal
and Y is the vertical here.
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For Instagram,
I like to do something like 1200 × 1500.
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This works well for the vertical crop
on Instagram,
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but feel free
to do a horizontal mode as well.
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Our camera by default
is looking at this strange angle,
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so if I pull out
these Transform properties,
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you can see it's rotated a bit weird
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and is at a strange location
in our scene.
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You can hit Alt + R
to zero out your rotation
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and Alt + G to zero out your location.
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This is now set our camera
within this cube that we've created,
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but now if I hit G
and pull this up out of our scene,
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then hit R and X
to constrain the rotation to the X axis,
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and then type in 90,
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we're looking perfectly perpendicular
to our plane.
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Let's shift this rotation by hitting R,
Shift + Z, and then 90.
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Let's move this along the X axis
by pulling out here.
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Now, we are looking more reasonably
at our scene.
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This is just nice and nifty here.
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Let's move the cube aside
and pull our plane in here.
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Now we are looking
at a bit more reasonable scene
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that's level with the plane,
the ground, and looking down.
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One thing I also like to do
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when I add in cameras
and look through the camera viewpoint
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is to click on the Camera object.
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Now, we've got this new tab
that comes up here with this green icon.
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If I click on that,
it will let me adjust
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the camera's properties
like its Focal Length.
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If I want to change this
to a wide angle like 35 mm,
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that I can do right there as well.
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I can change what's called the clipping.
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For example,
if I put my cube at a distance,
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it fades out into oblivion
and we don't see it anymore
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though it still exists in our scene.
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We can adjust that clipping
to finish further away.
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Sometimes I put
a ridiculously large number like 99,999.
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Now, you can see our cube
way off in the distance.
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As I come from a photography background,
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I like to have these Viewport Display
Composition Guides up
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as I'm looking through the viewfinder
of my camera at a scene.
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Now, I have
the rule of Thirds and Center selected.
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The Thirds divide my scene
into this grid effect.
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Click out of render to see it better.
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I have this grid
of nine different tiles here.
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They tell where the main elements are.
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I try to place things
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so that the focal points converge
at these edges here.
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They're almost divided
into a tri-panel scene.
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Usually, the foreground is here,
you got the middle ground here,
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and the background and sky elements
like mountains, etc.
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are in this top panel here.
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I'm thinking like a photographer.
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Then, I'll also enable Center,
which if I click off Thirds,
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denotes where our center point is.
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That's useful to know
where that is in our scene.
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That's helpful for composition,
which I'll talk about as we work on it.
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It's important
to tell the narrative of your story
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to guide a viewer's eye
through the scene
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as if you are walking
through the scene itself.
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It's very important
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and I take a lot of time
setting the composition in my scenes.
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I also spend a lot of time
with the lighting design in our scene.
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Make sure you are doing good design
so that it looks further realistic.
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Don't worry, I'll walk you through
how to make awesome lighting
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as we work forward
in our final project here as well.
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That is just scratching
the very surface of Blender.
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There is so much
to the software I didn't cover.
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If you wanted to learn more
and see what Blender offers,
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you can go to their site blender.org
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or access additional documents
I've put here for this course
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to learn other shortcut keys
and things to help you
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as you continue to grow
and learn in Blender.
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In the next lesson, we'll go over
how to enable some fantastic add-ons
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that will speed up your workflow
not only for this project
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but any project you cover down the line.
16801
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