WEBVTT
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In the last video, we created

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the materials for our first floor.

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In this video we're going to focus on the materials on

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our second floor and the sidewall over here.

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So let's go ahead and work on the second floor first,

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let's go ahead and select it.

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This big frame, this frame right here,

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and just give it that same white glossy material.

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So select the drop-down menu and

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select the white glossy material.

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As for the panels inside it,

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we're going to select them.

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And when we added in these panel windows,

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it automatically created a bunch of materials for us,

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including a glass material.

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So let's select that glass material

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and place it for this,

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select this drop-down menu

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and select the glass and material.

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And there we go, We can see it

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automatically created for us.

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As for these sidewalls over here,

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since we duplicated this main cube,

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it's sharing that same,

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a clean concrete that we

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applied in the first video of this section.

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But at the moment you can see

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the UV map is very stretched.

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So what we need to do is go into edit mode,

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press a to select everything and unwrap this once again.

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To do this, press U and click

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on Smart UV project and hit.

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Okay.

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And there we go.

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We can see it automatically

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unwrapped and it's looking pretty good.

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I think the texture is slightly too big.

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So how we can fix this is by switching

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this over to the YUV image editor.

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Going into edit mode,

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we can see all of our uv maps over on the right side.

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Let's press a to select everything

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and scale them up just slightly.

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This is another way to size

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up the texture on your models.

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And the reason I'm doing it over

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here instead of switching over to

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the shader editor and using this scale is because

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this scale is also tied

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to this scale for our first floor,

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which I don't want to change.

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I only want to change the scale for this object.

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That's why we're using

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the YUV image editor rather

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than the scale in the mapping node.

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So I think probably around there is good.

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So just kind of eyeball it and

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think where you want your scale to be.

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And I'm pretty happy with that result,

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so I'm just going to leave it as it is.

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And then of course, if we go inside our object,

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you're going to notice the inside is also

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that same concrete material which I don't want.

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So let's click that plus sign

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drop-down menu and select the white glossy material.

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Then over in the Modifier Tab,

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in the solidify modifier,

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Let's open up the norm.

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Let's open up the materials.

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Instead, the material offset up to a value of one.

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Now it's going to be using that

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same white glossy material

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for the interior of our house.

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And there we go.

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That is looking much better.

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Since this video is pretty short,

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let's go ahead and work on one

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more material that is going to

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be the ground over here, this ground object.

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Let's create a new material by coming up to here,

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switching it over to the shader editor and clicking New.

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And for this texture is just going to

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be a nice dirt texture.

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So let's press Shift a go to

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texture and then select image texture and place it here.

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Let's take the color,

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plugging into the base color and then click open.

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This texture is going to be this one right here,

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this ground ab.js JPEG

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selected and then click on Open image.

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We can see if we zoom in,

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it's not really UV mapped correctly.

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So let's go into edit mode.

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Press a will go into top view.

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And then what I'll do is I'll zoom out and hit

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U and then click on Project from view.

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That will automatically project the view

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that we have and that's going to be the normal map.

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From there, we can zoom in and switch it over to

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the YUV image editor and scale up this texture.

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So I'll press S to scale and scale it up

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pretty big until it's the appropriate size.

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Probably around there, so maybe a little bit smaller.

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Actually, you're really not going to see this texture

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anyways because grass is

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going to be covering the entire thing.

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But just in case there's

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a patch of grass that's not there.

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I like to have a texture to show the dirt underneath.

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So I think right there is pretty good.

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And then we'll go back over to the shader editor.

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In then I'm going to turn up the roughness

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because there's like no glossiness to dirt.

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So we're going to bring the roughness all the way up to

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a value of 0.95 and Enter.

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And there we go.

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We've now created the material for

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the ground and the second floor.

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In the next video, we will focus on

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the pool material and the brick wall in the back.
