[flow_default] Transcription: 02. Blocking Out Details I.json
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transcriptions/02. Blocking Out Details I.json
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"audio_file": "02. Blocking Out Details I.wav",
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"text": "By the end of the previous video we managed to create pretty accurate, in my opinion, camera match for this scene. And to test that out I would suggest, for example, taking this workbench, let's call it a workbench, work surface here. Let's select one of its faces and let's just move it till the end so we see what's the actual dimension. And in the upper left corner you can see we have perfect three meters so if you ask me as for the camera and perspective created dimension this is quite quite accurate let's see the width and it's again 90 let's say 5 centimeters pretty accurate the height is probably quite the same, it's 90 something. So it obviously doesn't match by millimeter to let's say a technical drawing, but again as I explained before our approach is a little bit more like if you have an experience with architectural drawing where you have to match a perspective looking at the object, looking at the space in front of you. It's very often similar to what we were doing with the camera matching. So you try finding the right perspective by creating well many multiple lines by erasing them and looking for the right proportions. So you can see here, for example, we still have a slight mismatch in this area. We could probably maybe fake it later just by editing the geometry, perhaps. If you remember, we also had a little drawing mismatch in that area. So perhaps it's caused by that. We will see it later. But to further check the accuracy of our camera match, I would suggest adding those kitchen elements here, perhaps a carpet outline here, something that resembles a table here, and see if the dimensions of the newly created object are pretty much related to the real world scale. So let's begin with this huge kitchen cabinet element we have here. I will start by slightly increasing the area on the right and as with many many things in our project I will just add a cube and this will be my starting point. I'm gonna move it to this area here and what's really important at this point is knowing the bottom point of our geometry. So you might have noticed that with the counter element I've created that we have its bottom part aligned to the actual floor. It's maybe not super aligned or snapped to it, but we just need to know that these points here are related instead of having something like this. And when we go to the wireframe mode, it turns out the actual face, the actual bottom part of this object is way below than we think. So let's just align it a little bit like that. Now let's go to the top view, shrink it here. It can be put slightly into the wall. It doesn't matter that much. Let's now switch to the wireframe view. And as I move my face here, the edge we have here, we right now, since we aligned it, know that it's more or less at the level of the floor. it if it was created by a software or something. Now, to move this, how far we should move this in this face here, you can see this little edge shows us the distance. So let's snap it till here. Perhaps we could move it to this edge here, but it's one or two centimeter difference. So it shouldn't be a problem. Now we can move this up. When I switch to the solid view, you can see we are going past the ceiling. So let's just keep it as with the floor on the ceiling line. Yeah, and now let's go with this face and align it to the edge here. Okay, so I will now create two edge loops, one here, so it matches the surface of this work area here and the other one like this. So you could see now why is it important in my opinion to have a very simple but straight and uncomplicated geometry. Otherwise we won't be able to create those very clean cuts and edge loops. And as you can see if I select those two faces and simply extrude them, the newly created geometry follows what we have in the picture. So how far should I move those? Perhaps somewhere around here. We will see later how it looks. We have a little bit height difference, but it should be okay for now. To quickly check the proportions. If I zoom in, you could see we have those shelf boundaries lines so I would suggest adding a few more loop cuts in this area only and we will be able to see here in the actual perspective if the proportions of those shelves are natural we we don't really know the the dimensions from from this camera angle that could be everything so but what we can clearly determine right now is, well, if this oven space here is too narrow or it's too big, or if this fridge becomes surprisingly large. So to quickly check that, I will add another loop cut here and match it more or less to this area. I will now add one more and match it to this edge of a fridge. So if I select those two faces now, let's go to the side view. You can see it's 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 110 centimeters. Well, that sounds pretty accurate for me as for the big fridge in this beautiful apartment. So I guess we have a very nice camera match. Let's add a few more edge loops and one should be here. So you can even see if when I add it it really goes perfectly. It's actually leave the bottom areas untouched for now. I mean this area here and this upper one here which already has a one loop cut generated by the fridge but let's leave it like this and it would be pretty interesting to see how this element looks from another camera perspective so we will add an extra camera, a second camera view and see how it relates to the match we already have here.",
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"language": "en",
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"confidence": null,
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"duration": 555.68
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}
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