WEBVTT 0 00:00:01.940 --> 00:00:02.260 Yeah. 1 00:00:04.340 --> 00:00:04.540 Yeah, 2 00:00:06.140 --> 00:00:09.020 I think at this point we're going to start getting a lot deeper 3 00:00:09.020 --> 00:00:10.470 into blender and are probably going to 4 00:00:10.470 --> 00:00:12.580 start moving and switching between sections. 5 00:00:12.580 --> 00:00:16.970 So let's get right into it by exploring more of the three D view header bar down here. 6 00:00:17.180 --> 00:00:17.370 Now. 7 00:00:17.370 --> 00:00:20.160 We've already gone over the essentials of what we 8 00:00:20.160 --> 00:00:22.360 really need to know on the view menu, 9 00:00:22.610 --> 00:00:26.460 the select menu, we can sort of come back a little bit too a little later. 10 00:00:26.640 --> 00:00:29.270 And next up we've got the ad menu. Now. 11 00:00:29.270 --> 00:00:32.570 This ad menu is basically the same sort of menu that you can pull 12 00:00:32.570 --> 00:00:36.840 up with the cursor in the main view here with the shift a hockey. 13 00:00:36.850 --> 00:00:40.300 So once you do that you've got our mesh objects that we can add. 14 00:00:40.300 --> 00:00:42.670 So for example there's a cube in the scene already 15 00:00:42.750 --> 00:00:45.580 and we've got some curves that we can add. 16 00:00:45.590 --> 00:00:49.050 And also we have things like lamps down here at the bottom. 17 00:00:49.140 --> 00:00:51.960 I realize there's a whole bunch of stuff in here as well, 18 00:00:51.960 --> 00:00:54.590 but let's not get too sidetracked right now. 19 00:00:54.600 --> 00:01:02.790 So with that we have the object menu and this object menu is actually related two. 20 00:01:02.800 --> 00:01:05.920 Or at least this final menu that you get in the 3D view here is 21 00:01:05.920 --> 00:01:09.280 related to what mode you happen to be in and we're in the object mode. 22 00:01:09.640 --> 00:01:13.710 Now, these are all things that we can do an object level. 23 00:01:13.720 --> 00:01:15.700 So for example if we had a second 24 00:01:15.700 --> 00:01:19.530 object we could combine those two objects together or 25 00:01:19.530 --> 00:01:23.640 we could separate them or any of the things that happened to be in this list really. 26 00:01:23.650 --> 00:01:24.550 So 27 00:01:24.940 --> 00:01:29.050 if we switch the object mode we can switch to say vertex 28 00:01:29.050 --> 00:01:33.490 painting mode you'll notice that the items within the tool shelf changed. 29 00:01:33.500 --> 00:01:38.080 And also we now get some different menu items down here at the bottom 30 00:01:38.080 --> 00:01:42.040 and in fact some different results even after the this pull down menu. 31 00:01:42.050 --> 00:01:45.960 So if we take a look now we've got this brush menu and we've got this paint menu 32 00:01:46.340 --> 00:01:50.150 now let's just switch back to object mode 33 00:01:50.650 --> 00:01:52.690 and continue moving on. 34 00:01:52.720 --> 00:01:57.930 So after the object mode we've got the view port shading mode, 35 00:01:57.940 --> 00:02:01.410 the key ones here that we really need to know about the wireframe, 36 00:02:01.410 --> 00:02:03.460 the solid and the texture. 37 00:02:03.840 --> 00:02:07.050 So um with these three we've got some hockey's 38 00:02:07.060 --> 00:02:10.949 so we've got zet to toggle between our wireframe and 39 00:02:10.949 --> 00:02:15.310 the solid shading mode and then alter zet to toggle 40 00:02:15.310 --> 00:02:19.460 between the solid shading mode and the textured mode. 41 00:02:20.040 --> 00:02:24.660 And that gives me another opportunity to open up the property sidebar 42 00:02:24.670 --> 00:02:28.370 and then just come over to the where it says the shading 43 00:02:28.560 --> 00:02:30.970 and this is kind of related as well. 44 00:02:30.970 --> 00:02:34.800 This gives us an extra supplementary options to do 45 00:02:34.800 --> 00:02:37.460 with how these things how things are displaying here. 46 00:02:37.540 --> 00:02:40.450 So I just wanted to link these two parts together really. 47 00:02:40.540 --> 00:02:44.740 Now almost always I switch from multi texture to G. L. S. L. 48 00:02:44.750 --> 00:02:48.040 This is going to allow us to be able to see 49 00:02:48.040 --> 00:02:51.130 things like normal maps and speculum maps in the view port. 50 00:02:51.140 --> 00:02:53.990 So I basically switch that over for that reason. 51 00:02:53.990 --> 00:02:56.510 Also I believe it should give us a little bit of the view port. 52 00:02:56.510 --> 00:02:58.060 Performance increase anyway. 53 00:02:58.740 --> 00:03:03.290 Also while we're there, I just like to switch on back face culling. 54 00:03:03.300 --> 00:03:07.050 So for example if we go shift a and add in a mesh plane 55 00:03:07.440 --> 00:03:09.100 and then I'm just gonna left click on this 56 00:03:09.100 --> 00:03:12.390 green arrow of the manipulator here and that's just 57 00:03:12.390 --> 00:03:14.840 gonna allow me to slide that mesh playing out 58 00:03:14.850 --> 00:03:17.040 and we're still in textured view at the moment, 59 00:03:17.040 --> 00:03:20.510 which is why we're getting the shadowing from the lamp but that we can see there 60 00:03:20.670 --> 00:03:24.800 and then if we just take a look underneath, we can see straight through it basically. 61 00:03:24.810 --> 00:03:27.040 Whereas if we turn that back face calling back 62 00:03:27.050 --> 00:03:30.170 off um it gives the back faces some thickness. 63 00:03:30.180 --> 00:03:33.830 I'd like to read the scene in the way that the game is kind of going to see 64 00:03:33.830 --> 00:03:38.330 it in a way where it's not going to show me the back faces of what I'm modeling. 65 00:03:38.330 --> 00:03:38.760 So 66 00:03:39.240 --> 00:03:43.910 allows me to make sure that I've got the faces basically facing the right way. 67 00:03:43.920 --> 00:03:47.360 Also you'll notice an option for some ambient occlusion there as well. 68 00:03:47.940 --> 00:03:49.560 I'm just gonna leave that off for now though. 69 00:03:50.040 --> 00:03:51.510 So if we press zet, 70 00:03:51.520 --> 00:03:55.150 we can toggle back to the wireframe mode 71 00:03:55.150 --> 00:03:58.190 and then zero again for the solid shading mode 72 00:03:58.310 --> 00:03:59.490 and that again, 73 00:03:59.490 --> 00:04:04.080 changes the way in the options that are showing here and now we can 74 00:04:04.080 --> 00:04:07.860 see that we've got this textured solid mode and we've got Mad Cap. 75 00:04:08.140 --> 00:04:13.100 Now texture solid mode is going to allow us to show some textures that happened to be 76 00:04:13.540 --> 00:04:17.170 loaded onto the individual faces in the image editor. 77 00:04:17.180 --> 00:04:20.760 And we'll have to come back to that a little bit later on to fully absorb that. 78 00:04:21.040 --> 00:04:25.580 Otherwise we have these matte caps and that's kind of like another way of being 79 00:04:25.580 --> 00:04:29.870 able to see our models in the scene without having to just look at these. 80 00:04:29.880 --> 00:04:31.060 This sort of gray, 81 00:04:31.070 --> 00:04:35.460 slight purplish hue that we get to the lighting of the normals here. 82 00:04:35.640 --> 00:04:40.020 So what we can do is we can switch on matt cap and then click 83 00:04:40.030 --> 00:04:43.820 on the madcap itself and then we get to see some other options here. 84 00:04:43.830 --> 00:04:46.140 So we can kind of click through the 85 00:04:46.140 --> 00:04:49.860 various different ways in which models get displayed. 86 00:04:51.140 --> 00:04:53.340 I'm just going to disable the Mac app for now though 87 00:04:53.570 --> 00:04:56.150 and then let's move on to the other things in the three D. 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