WEBVTT
X-TIMESTAMP-MAP=LOCAL:00:00:00.000,MPEGTS:0

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Hello everyone and welcome to

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the first section where we're actually going to be

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jumping into Blender and learning how to

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model our modern house.

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This section we're going to model

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the entire thing starting out with the first floor.

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And then in the second video we will

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model the second floor and so on.

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There's a couple of things I want to

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mention before we started modelling.

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And the first thing is this bottom right corner,

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you're going to see what keys I pressed.

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So this will help if I do

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a shortcut that I don't explain,

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just look at the bottom right corner

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and you'll see exactly what I press.

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For example, if I press the S key to scale,

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you're going to notice the S key is right there.

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Same for the left-click.

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So if I left-click, you're going to notice

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the left button right here turns on.

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Same for the right-click and the middle mouse button.

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All of that will be located here.

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The other thing I wanted to

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mention is that we're going to be

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using cycles for the majority of this course.

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So coming over here to the scene panel,

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we're going to switch the render engine from

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EV over to the Cycles Render Engine.

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And then if you have a GPU,

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go ahead and select it there.

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Now that we've set up our settings,

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Let's go ahead and start modeling our house.

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What I want first though,

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is I wanted to make sure everything

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is centered on the grid floor.

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You'll notice if I look right here,

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the cube is halfway underneath.

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That's not going to really work well and

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it's not going to be aligned properly.

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So let's fix that.

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In edit mode.

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If I press Tab on my cube,

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I can go into edit mode and then move

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the cube without moving the origin point.

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You can see here if I scale,

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it's going to scale downwards.

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And that's based on where the origin point is.

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So what we're gonna do is, uh,

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leave the origin point right at the center of the grid,

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but we're going to move the cube up.

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So to do that, let's go into edit mode by pressing Tab

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or coming over to this menu and selecting Edit Mode.

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Then to move it, we're going to press G, then z.

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And if I hold the Control or the Command key,

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I can snap the cube to different parts of the grid.

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Let's snap it so it's sitting

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right on top, just like that.

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And then you can left-click.

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Now if we go out of edit mode by pressing tab,

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we can press S to scale and it's going to scale from

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the origin point and leave

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the cube right on the grid floor.

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And there we go.

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That is perfect. Next up,

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we're going to set the dimensions of our, of our house.

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And to do this, let's add an,

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a blueprint for reference.

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The blueprints and all the other textures,

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models and everything is linked in the resources.

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So make sure you go grab that.

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Once you've downloaded it,

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you can press Shift a and go over

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to the reference image right here underneath image,

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you can select reference.

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Once you have found where

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the references are located on your computer,

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go ahead and select the front view dot blueprint

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and load reference image.

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It's going to load the reference image

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based on where your view is.

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And so to reset the view,

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we're going to hit the Alt key or the Option key on

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a Mac Alt R to reset the rotation.

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Then I'm going to press our than X and type

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in 90 to rotate it 90 degrees and then enter.

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Now what we need to do is press G and

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Y and move it backwards so it's out of the way.

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And then we will also drag it up.

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Let's go into front view to see what this looks like.

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You're going to notice it's way too small.

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So before we scale it up,

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let's go into wire-frame and look at the dimensions here.

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You're going to notice that the height of

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the first floor is 2.74 meters.

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That is the average height of a ceiling.

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So let's go ahead and select

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our cube and then set that exact height.

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So with our cube selected,

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I'm going to press Enter to open up the Properties panel

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and underneath the item tab, the z dimensions.

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Let's set that right here.

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So we'll type 2.74 and Enter.

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Now that we have the height,

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we can select our reference image and scale it up.

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So press S to scale and drag it up.

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Let's also set the width right here.

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So we'll select the cube and you'll notice the width

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is 8.5 meters across.

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So underneath the x dimension,

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Let's go 8.5 and enter.

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And you might notice that it's a little bit

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hard to see the cube with the reference image.

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So to turn the opacity down,

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you can select it.

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Go over to the image panel right here,

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turn on opacity and let's just set this lower like 0.5,

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maybe even like 0.3.

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Actually, I think that's a little bit better.

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Now if we go back into front view and select our cube,

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it'll be much easier to see.

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So the next step is just to select the reference image

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and scale it up so it matches

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the height and the width of the cube.

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So you can drag it over until these edges line up.

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And again, it doesn't need to be perfect,

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just probably roughly around there,

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drag it up a little higher, something like that.

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Maybe scale it down.

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And it doesn't need to be perfect,

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just roughly the same width.

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And then you'll be good to go. And there we go.

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I've lined up r cubed right in

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this position on our reference image.

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And the next step is to add in

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the side reference image and line that up as well.

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To do this, I'm going to select my reference image.

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I'll go into top view by pressing Seven and then I'll

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press Shift D to duplicate it and then move it over here.

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We'll press R to rotate,

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rotate it all the way like this.

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And if you hold Control,

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you can snap it in five degree increments.

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I'm going to go negative 90 and then left-click.

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Then over here on the right side,

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we're just going to change

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the front view blueprint by

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clicking that button right there and

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then selecting the side view blueprint

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and then load reference image.

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And since we duplicated it,

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the scale is going to be

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exactly the same as the other one.

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Then what we'll do is we'll go into

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side view by pressing 3 on our number pad.

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And then we need to line this up.

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So I'm going to move it over here.

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And then we can see here the dimensions is

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4.5 meters for this front bit right here.

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So let's select our cube and put

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that in for the y-dimension.

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So here we'll go 4.5 and enter.

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Then just line it up.

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So we'll select the reference image again,

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press G and Y and drag it over

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until it lines up right about there.

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So just like that.

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And again, it doesn't need to be perfect,

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just roughly the same position.

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And there we go.

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We've added in both the reference images and

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now everything is aligned properly.

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The other thing I'm going to do is I'm gonna come over to

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the top right corner and then turn

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on at this little cursor icon.

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Then we're going to turn it off for

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both of the reference images.

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Doing that will make it so that we

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can't select our reference image.

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This will make it easier when we're working with

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the viewport and we don't want to accidentally select it,

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so just turn it off so it's easier to work with.

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Next up, let's add in the windows.

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To add in the Windows, we're going to be using

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an add-on called ARC mesh to

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enable this add-on come over to

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the Edit menu, down to Preferences.

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Then underneath the add-ons tab type in the word arc.

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And you should see the arc of mesh add on right there.

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Make sure that is enabled and you'll be good to go.

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To add this in. We can press Shift a and go underneath

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the mesh and then ARK mesh

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and then select the panel window.

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Once we do this, the window will be added into our scene.

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To actually move that window around,

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you need to select the empty object right here.

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Then we can press a G and then you'll be able to move it.

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If you select the frame of the window, you can't move it.

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So make sure you select the empty object,

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is this object right here

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to actually move the window around.

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Let's move this into the front and

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then place it right on this side.

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So I'm gonna go into top view.

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And then I'll press G and Y and drag it down this way.

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And then G and X and drag it over here.

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When I first created this course,

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we actually cut a hole in this cube right here

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by going into edit mode and then adding some loop cuts.

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Now this is destructive modelling,

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meaning to that once we add that in,

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It's a little bit hard to move it

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around or change the location of our window.

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So instead, we're going to be using a Boolean operation.

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When using the ARC mesh add on,

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you can see it adds this cube right here.

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This is for actually cutting a hole in the mesh.

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So what I mean by this is what we need to do is select

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our cube right here and then go over to the Modifier tab.

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We'll select Add Modifier and click on a Boolean.

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And for the object,

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we're going to select the Eyedropper tool and

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then select that frame around the window.

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So now if we press Z and go into wire-frame,

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we can see there is a hole in

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our cube and it automatically does it for us.

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So if we select the entity,

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we can move it around and

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the hole will move with the window.

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And this is very useful for moving the window around.

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This is a much better way than adding in

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luke cuts and actually cutting a hole in the window.

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Next up, let's change the dimensions of

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our window and place it in the correct spot.

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So with the frame selected and make

00:09:03.380 --> 00:09:05.795
sure you press N to open up the Properties panel.

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We're gonna go over to the Create tab.

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We're going to split this out so

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we can see it a little bit better.

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And here are all of the settings for the window.

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If you want to, you can add in a new window right there.

00:09:16.510 --> 00:09:18.550
So you can have four or you can add an,

00:09:18.550 --> 00:09:20.245
a vertical one like this.

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Play around with these settings until

00:09:21.670 --> 00:09:23.275
you're happy with what you like.

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What I'm gonna do is I'm going to

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set the height down here.

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It's this value here.

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We're going to set this to a value of 265 and enter.

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And then it should line up right where

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the top of the ceiling is.

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We're also going to be changing some values over here.

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So this value I'm going to set to 145, 145, and 145.

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If it goes past the side of the house,

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just select the empty and move it across

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so it lines up right where it's supposed to write it.

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There looks good.

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And the other thing I wanted to mention

00:09:54.170 --> 00:09:56.255
is that these checkboxes right here,

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I'll go into wireframe so we

00:09:57.590 --> 00:09:58.955
can see it a little bit better.

00:09:58.955 --> 00:10:02.210
They allow you to add in an extra frame on the inside.

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This is for opening the windows.

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So if I turn this off,

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you're going to see that extra frame disappears.

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If I leave it on,

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that extra frame reappears.

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What this means is is that we can

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actually open this window if we wanted to.

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So what I'll do is I'll go into edit mode and I'll

00:10:17.300 --> 00:10:19.970
select the top corner right there and

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press Control L to select

00:10:21.770 --> 00:10:23.570
the entire thing will go

00:10:23.570 --> 00:10:25.865
inside the house so we can see it a little bit better.

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If I press G and X,

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I can actually slide open the window.

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This could be kinda cool if we wanted

00:10:31.760 --> 00:10:34.490
to leave the window open like that for a render,

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that might look pretty good for now though,

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I'm just going to leave it closed.

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Another thing that you might notice is that

00:10:40.670 --> 00:10:42.785
our Boolean operation has disappeared.

00:10:42.785 --> 00:10:45.350
So to re-enable it, select your mesh,

00:10:45.350 --> 00:10:46.880
go over to the object and then

00:10:46.880 --> 00:10:49.130
select the frame of the window once again,

00:10:49.130 --> 00:10:51.200
if for some reason and this happens,

00:10:51.200 --> 00:10:53.555
you wanna make sure that the frame is actually

00:10:53.555 --> 00:10:56.570
underneath the top of the ceiling.

00:10:56.570 --> 00:10:58.820
So to fix that, we'll select our frame,

00:10:58.820 --> 00:11:00.140
set this a little bit lower.

00:11:00.140 --> 00:11:02.360
So let's say right about there is good.

00:11:02.360 --> 00:11:03.890
And then this side, we also want

00:11:03.890 --> 00:11:05.404
to make sure this is inside.

00:11:05.404 --> 00:11:06.680
So over on this one,

00:11:06.680 --> 00:11:08.390
we'll just turn this down a little bit

00:11:08.390 --> 00:11:10.610
so it's inside, just like that.

00:11:10.610 --> 00:11:12.080
Then we will do the same thing.

00:11:12.080 --> 00:11:15.740
Select the select the entire house.

00:11:15.740 --> 00:11:18.605
I drop a tool and then select the frame of the window,

00:11:18.605 --> 00:11:20.600
and then it should work properly.

00:11:20.600 --> 00:11:23.240
Next up, let's actually duplicate this window

00:11:23.240 --> 00:11:25.835
and place it over on the left side of the house.

00:11:25.835 --> 00:11:27.260
So with the frame selected,

00:11:27.260 --> 00:11:30.530
I'm going to select the bounding box and the empty.

00:11:30.530 --> 00:11:34.055
We'll go into top view and press Shift D to duplicate it,

00:11:34.055 --> 00:11:35.780
and then we'll place it over here.

00:11:35.780 --> 00:11:37.640
Then we will select the frame,

00:11:37.640 --> 00:11:40.220
and then we have a rotation value right here.

00:11:40.220 --> 00:11:43.325
And then set this value to 270 just like that.

00:11:43.325 --> 00:11:44.990
And the reason we're not doing 90

00:11:44.990 --> 00:11:46.880
is because that's the inside of the frame.

00:11:46.880 --> 00:11:47.990
If we set it to 90,

00:11:47.990 --> 00:11:49.910
you're going to notice the frame is on the outside.

00:11:49.910 --> 00:11:50.930
That's not what we want.

00:11:50.930 --> 00:11:54.335
So make sure this is up to 270 and Enter.

00:11:54.335 --> 00:11:56.210
Then of course you want to make sure that

00:11:56.210 --> 00:11:58.070
the frame is in the correct spots.

00:11:58.070 --> 00:12:00.215
I'm going to select the empty down here,

00:12:00.215 --> 00:12:02.555
press G ANY and move it back

00:12:02.555 --> 00:12:05.210
until it lines up right where that corner is,

00:12:05.210 --> 00:12:07.475
will go on the other side of the frame.

00:12:07.475 --> 00:12:09.410
And we can see here it's sticking out a little bit.

00:12:09.410 --> 00:12:13.070
So select it and then turn down this a little bit until

00:12:13.070 --> 00:12:17.240
it lines up inside of the house, just like that.

00:12:17.240 --> 00:12:21.035
From there, select your cube at an, another Boolean.

00:12:21.035 --> 00:12:22.760
So select the Boolean modifier.

00:12:22.760 --> 00:12:24.050
And this time we're going to go

00:12:24.050 --> 00:12:26.825
the object and it's going to be this frame.

00:12:26.825 --> 00:12:28.370
And there we go.

00:12:28.370 --> 00:12:30.500
We've now added all of the windows.

00:12:30.500 --> 00:12:32.480
This way is so much better than adding

00:12:32.480 --> 00:12:34.340
loop cuts manually because what you can do

00:12:34.340 --> 00:12:37.595
is select your empty and just move it anywhere

00:12:37.595 --> 00:12:38.975
along the cube and it will

00:12:38.975 --> 00:12:42.270
automatically cut a hole in the mesh.

00:12:42.520 --> 00:12:44.450
And there we go.

00:12:44.450 --> 00:12:46.055
We've now set up the windows.

00:12:46.055 --> 00:12:47.450
But there's one less thing that we

00:12:47.450 --> 00:12:48.860
need to fix and that is

00:12:48.860 --> 00:12:51.800
to create an actual hole in the window at the moment.

00:12:51.800 --> 00:12:55.100
If we select our frame and then press H to hide it,

00:12:55.100 --> 00:12:57.935
you're going to notice that there is not a hole.

00:12:57.935 --> 00:13:00.890
It's basically taking the outline of

00:13:00.890 --> 00:13:04.580
this border right here and just indenting at the mesh.

00:13:04.580 --> 00:13:06.260
The reason this is happening is

00:13:06.260 --> 00:13:07.760
because blunder is treating

00:13:07.760 --> 00:13:11.060
this object as a completely solid object.

00:13:11.060 --> 00:13:14.315
So what we need to do is give this mesh some thickness,

00:13:14.315 --> 00:13:16.850
so it treats it as an empty object.

00:13:16.850 --> 00:13:19.535
We can very easily achieve this by clicking

00:13:19.535 --> 00:13:23.135
Add Modifier and selecting the solidify modifier.

00:13:23.135 --> 00:13:24.620
Once we do this, we need to

00:13:24.620 --> 00:13:27.020
drag it above both of the Boolean.

00:13:27.020 --> 00:13:28.460
So make sure it's above both of

00:13:28.460 --> 00:13:32.030
the Boolean modifiers and then it'll work properly.

00:13:32.030 --> 00:13:34.190
The other thing that you're going to notice though,

00:13:34.190 --> 00:13:35.960
is that we have a weird gap in

00:13:35.960 --> 00:13:38.660
between the frame and the mesh itself.

00:13:38.660 --> 00:13:41.780
The reason that's happening is because of this frame

00:13:41.780 --> 00:13:44.885
right here is below the actual mess.

00:13:44.885 --> 00:13:47.390
So we need to take it and drag it above.

00:13:47.390 --> 00:13:50.060
Select both of the MTS just like this.

00:13:50.060 --> 00:13:52.925
And then I'm going to press the G and drag both of them

00:13:52.925 --> 00:13:56.420
above just like that until they're above the floor.

00:13:56.420 --> 00:13:58.475
As you can see there.

00:13:58.475 --> 00:14:00.470
At the top though, you're going to

00:14:00.470 --> 00:14:02.000
notice that it's too tall now,

00:14:02.000 --> 00:14:04.010
so we need to select both of the frames.

00:14:04.010 --> 00:14:06.185
I'm going to press N and bring

00:14:06.185 --> 00:14:11.190
the height of them down just slightly until it's below.

00:14:11.290 --> 00:14:14.015
Right there looks pretty good.

00:14:14.015 --> 00:14:16.190
I'm going to press Alt H to bring back

00:14:16.190 --> 00:14:17.600
my other window and then

00:14:17.600 --> 00:14:19.895
select it and do the exact same thing.

00:14:19.895 --> 00:14:21.590
The height of this,

00:14:21.590 --> 00:14:23.870
the height of this is 258.

00:14:23.870 --> 00:14:26.060
So we're going to select this window and set

00:14:26.060 --> 00:14:29.400
this to 258 and enter.

00:14:29.680 --> 00:14:33.680
Doing this makes the Boolean operations not work anymore,

00:14:33.680 --> 00:14:36.275
so we just need to refresh it by coming over here,

00:14:36.275 --> 00:14:38.030
selecting the Boolean and then

00:14:38.030 --> 00:14:40.550
selecting the bounding box of the window.

00:14:40.550 --> 00:14:41.930
We'll do the same thing for

00:14:41.930 --> 00:14:44.030
the other Boolean operation as well.

00:14:44.030 --> 00:14:46.070
Select the Eyedropper tool and then

00:14:46.070 --> 00:14:49.775
select the bounding box for the window on the left.

00:14:49.775 --> 00:14:51.560
And there we go.

00:14:51.560 --> 00:14:53.345
Now it is working properly.

00:14:53.345 --> 00:14:55.820
If we press Z and go into render view,

00:14:55.820 --> 00:14:57.739
we'll be able to see inside

00:14:57.739 --> 00:15:00.870
our mesh as you can see there.

00:15:01.030 --> 00:15:02.840
And there we go.

00:15:02.840 --> 00:15:06.515
We've now completed the first video of the modern house.

00:15:06.515 --> 00:15:07.730
In the next couple of videos,

00:15:07.730 --> 00:15:08.945
we're going to be adding in

00:15:08.945 --> 00:15:12.155
the second floor of the sidewall and all of that.

00:15:12.155 --> 00:15:14.150
I hope you're excited to continue working on

00:15:14.150 --> 00:15:17.700
this course and I will see you in the next video.
