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[flow_default] Transcription: 02. Detailing - Windows II.json

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+ {
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+ "audio_file": "02. Detailing - Windows II.wav",
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+ "text": "Okay, as you can see we have the base window frame already prepared and what I'm gonna do right now will be applying the very very basic shader. Let's just call it black so the scene is a little bit better organized and what I'm interested in at very small like three or five but I have seen projects where people tend to keep sometimes hundreds of independent shaders. I think that really makes things way harder to manage and navigate. So the shader I'm gonna create right now, which will be just a very basic thing,'ll be later adjusted by me and perhaps even apply to the other objects like let's say the table I think we have here on the left. Yeah, you can see this table and this window. I think they could easily have the same material, same with the wood in here and here on the kitchen elements but we will get back to that later. Let's now focus on adding the secondary details to our window frame. I'm going to use Chocofore Windows 07 and Windows 08 models to add these details and those models are available to you for free as a supplementary material to this course. To add the models to our Blender scene, we can do it both ways. We can either use the Chocofour model manager, which I will cover a little bit later in this chapter. And you can also simply drag and drop a blend file to your 3D scene. So I'm gonna do it right now. I select Window 07 Model, drag, drop and click append button here. What you can see here, this is an internal structure of that blend file, but I'm just gonna use the object folder here and select my model and click append from library. So you can see the model is now added to the scene. I will just move it around, rotate it and put it somewhere around the frame freely, just like this. And now I'm gonna add the second model as well. So same procedure, very quick to be honest. And let's move it somewhere around as well. Maybe I will change their position, so I will move this double window and this triple window object here and align them more or less. You can see those models, they have quite a lot of detail like this railing here and all of the internal elements. So I will place them just a little bit more naturally where we have this brighter frame element from the inside. And yeah, you can see obviously the model doesn't match the frame yet, but we will now work on it a little bit. We can adjust the height of the object without even getting to the scaling operations because some of the Chocofore models have shape keys already applied. And what are the shape keys you can see right now? Let me just increase the interface a little bit. So we have a value slider here which allows us applying these very simple modifications to the object like opening doors or changing the basic dimensions. So here we can see we are able to adjust the windows height and if you want to know a little bit more about shape keys there there will be a link under the video to one of the Choco 4 tutorials about it. So let me just adjust the height of the window using the shape key, but I will probably work on the width of the object just using the scale tool, because when we use the shape keys, they actually, with this particular model, I'm not sure why I'm not... yeah, now you can see the change. So with the shape keys we are here allowed to change the layout of the windows, but this is something that I don't want to do at the moment. That's why I will just very quickly adjust the width using the scale tool and to do it precisely I will just move my 3d cursor here now move the object so this edge Doesn't go too deep into the frame something like that Now with the object selected I will now scale it like this using the... hmm yeah now it works. So the 3D cursor is the endpoint for our scaling operation and that's how we are able to align the shape. I will just go to the top view for a second and decrease the depth of this window frame element Move it somewhere here maybe Yeah, so it's now pretty nicely aligned. I can also duplicate it. I'm just using shift D Operation for that because if I did it with all the D which I will actually show you right now The problem with all the D in that case is when I'm using the shape keys, the instanced object also changes. And I want to avoid that because this window will have different height than the one below. So let's do it like this. Oops. And we can now adjust the second window the very same way. Maybe I will just scale it to be honest. Let's now... Sorry, let's now select the shape key here. Scale within the y-axis I'm just gonna do it by hand. And more or less, I think more than less actually we now have those two elements matched. You can see they are not super similar. I mean this divider here it's a bit bigger than here, but I think it's pretty much the same in the original building. So you can see this element is a bit bigger than these two and this one is really big actually. So let's just leave it as it is. I think it looks a little bit more natural this way. Just as a final touch for this main element, I'm gonna decrease the depth of this model and move it just a little bit like that. Okay, yeah, so I would say that would be everything for this part of the windows. And we are just left with those two little elements here. So let me switch to the second camera again. And let's work on those. For the remaining window elements, I will now use Chocopher Window 06 model. So again, as previously, let me just drag and drop it to the scene. Append, select object, just a little bit too fast with that, and move it somewhere around this area. So this time I'm just gonna very quickly scale it within the z-axis as well and try to match it much quicker. Just rotate it 180 degrees, scale within the y again just a bit. Again, now scale in Z again, and I think we're done with that. I'm now gonna instance the object. So I'm using Alt D because I do not use any shape keys with that one. So I can use Alt D shortcut. Okay, so this is more or less what we need. I'm not touching the materials of these newly added models at this point, because you can see it's everything should should be black but we have probably a metal shader here since it's gray in the viewport but I will get to all of those details again later in the during the project right now what I want to do when I want to focus on is adding those better level details to the scene so we are not only left with those blocked out elements and so we can progress and step by step get into the better details, into the more photorealistic stuff. So the windows are just the first step. For this scene we will now move to enhancing the whole staircase situation we have here. So thanks for watching, see you in the next video.",
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