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

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Now that our brick texture is done,

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let's go ahead and work on it.

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The textures for the pool,

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the tile, and the water for the pool itself.

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Let's do the water first because that's the easiest.

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Select your plane right here,

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this plane that has the displacement.

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And then let's create a new material.

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So come over to this menu and then select

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the shader editor will create a new material.

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And remember, you're supposed to name your materials.

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So we'll call this water.

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Now to create water,

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it's actually very simple.

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What we're gonna do is select

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the principle that shader and press X to delete it.

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Then we're going to press Shift a and add an a shader

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and then a glass shader right here.

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Take them BSD f,

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and plug it into the surface of the material output.

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And there we go.

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Now we have a glass of looking material.

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One thing that we need to change is the IOR value.

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Ior, which stands for index of refraction,

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is basically how light passes through an object.

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And we basically need to set this to a value of 1.333.

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That is the IOR of water.

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Once you've done that, now that's all you have to do.

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I'm also going to change the color to

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a slightly blue color somewhere around there,

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I think will look good.

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To see what this looks like.

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We can press Z and go into rendered view.

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You can see that is looking pretty good.

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You can also go over to

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the Material tab and check the preview right there.

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The next material that we will create

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is the concrete over here.

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Refer these pathways.

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Let's go ahead and select that object and then

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select the clean concrete right here.

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And then of course we need to duplicate this.

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So click on that fourth to duplicate this material.

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And this time we're going to call it dirty

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concrete, just like that.

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Then over in the textures,

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we're going to switch them all out.

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So click that button right there and then

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selected the dirty concrete folder,

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which is this one right here.

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Select it, will go with the texture.

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Open image will come down here,

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select these specular map.

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This one right here, select it and go open image.

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And then finally, the one on

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the bottom that which is the normal map.

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We will select the folder icon.

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Select that folder, select the normal map and open image.

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Once you've opened up those images,

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the color space has switched over to the RGB,

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so switch it back over to non-color,

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so the textures work correctly.

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Let's him in and press Z and go into

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material preview to see what it looks like.

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At the moment you can see the texture is not

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working because the UV map is messed up.

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So let's unwrap everything.

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Once again, I'm going to go into edit mode,

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press a to select everything, go you,

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and then the smart UV project and then hit Okay.

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And there we go.

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As you can see, that texture looks so much better.

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There's no more stretching along

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this way and it's looking pretty good.

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If you want the texture to be smaller,

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just come over to the mapping node

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and select all of these scaled values.

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And maybe we'll set that up to a value of five.

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And I think that looks pretty good.

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Over here where we have the garden.

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Let's select that dirt texture.

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So we'll go into edit mode,

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make sure the face select mode is active.

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And then we'll select both of

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those faces over in the material tab,

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hit that plus sign

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the drop-down menu and type in the word dirt.

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And you should see the Dirt Texture,

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select it, and then hit Assign.

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At the moment that texture is way too small,

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so we need to scale it up.

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Let's switch it over to the YUV image editor.

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Press a to select everything and scale it up.

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Much better.

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As for the pool itself,

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we're going to be using a tile texture.

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So let's select it the entire pool

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and assign it a new material.

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We'll go into edit mode.

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And what we'll do is we'll press Alt a to de-select.

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We'll zoom in holding the Alt key and you can

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left-click to select that entire loop

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as you can see there.

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We'll zoom in a little bit more and

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then we'll select the corner.

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So holding Shift and Alt,

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we'll select the corner so it selects that loop.

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Then we'll go into wireframe so we can see what

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we're doing and then just select everything else.

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So holding Alt, I will select that ring,

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that ring, and then finally the ground itself, this one,

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and this one will come over to the Material tab,

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hit that plus sign,

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and then select just any of the textures that we've

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already made or any of

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the materials that we've already made.

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So we'll select the BRCA1 and 2, duplicate it.

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You need to make sure you go out of edit mode because

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you can see the two is actually grayed out.

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So go out of edit mode by hitting tab, then hit two,

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and then you can go back into

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edit mode and then assign that brick material.

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So with everything selected, we'll click Assign.

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We'll call this material tile,

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just like that, and then let's create it.

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So switching back over to the shader editor,

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we're going to switch out all of those textures.

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With this texture selected,

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we're going to hit that folder icon,

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will go back until we find the tile texture,

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which is this texture right here,

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selected the colormap and open image will come down here,

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select the specular, which one,

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which is this one right here, the specular map.

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Click Open. And then finally the normal map.

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We'll go back over to that folder,

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select the normal map,

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and then go open image.

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Let's zoom in and take a look at what this looks like.

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So I'll zoom in over on this corner,

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will press Z and go into material preview.

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Let's take a look at our texture by zooming

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in and the pool water is currently in the way.

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So let's hide that from the view.

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Let's select our object and then press H to hide it.

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Don't worry, it is still there and we'll

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bring it back in just a couple of minutes.

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As you can see, our texture is looking pretty good,

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but the, but the UV map is not really lined up properly.

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The texture is kind of all over the place.

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So let's go ahead and fix that.

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What I'll do first is I will select it

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and then I'll change the scale of the tiles.

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At the moment, the scale is pretty big.

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So with the scale value in the mapping note,

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let's select the entire thing

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and we'll go with a value of 10.

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And that looks much better.

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Now for the beam AB, Let's switch it over to

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the YUV image editor by switching it right here.

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And then we'll go into edit mode.

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What we need to do is start out on

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the bottom and then work our way up.

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If we started out on the top,

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it's not going to really line up and it's going

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to be a lot harder to line everything up.

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So starting out on the floor of

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the pool will switch over to the face select mode,

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select both of these faces,

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and then will position them how we want.

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So I'm going to zoom in and I want

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a black line to be on each of the corners.

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So we'll zoom in on our texture over here,

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and then we'll press G and drag it

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over until it lines up right there.

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Just like that.

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And that looks much better.

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I'm going to hold the Alt key and select

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that inner loop of faces right there.

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And I want a big tile to be on the floor right here.

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So what I'll do is I'll press G, then y,

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and we'll drag it until it lines up like that,

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then G and X, and then we'll move it up until we have

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a big tile on the floor right about there.

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Looks good. Now, this tile

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on the right is not really lined up,

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so we will select it,

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will press G and Y and drag it over

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until it lines up with the tiles on the floor.

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Just like that.

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That looks much better.

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As for the tiles on top,

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what we'll do is we'll go into

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edit mode holding the ALT key,

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I will select that entire loop.

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We'll press G and then move it in

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line just like that, G and Y.

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And we'll drag it over just slightly.

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And if it's a little bit hard to see,

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you can zoom in on the YUV image editor

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and get it a little bit more precise.

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So I'll press G and Y and we'll drag

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it until it lines up right there.

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That looks perfect.

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And then we'll keep going. We'll go

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into edit mode once again,

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we'll select that entire loop

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right there by holding the Alt key.

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Then we'll press G and Y and

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drag it over until it lines up G

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and X and drag it down until

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that black line is right in line with the corner.

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As you can see.

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You can see it's just slightly off,

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so I'm going to zoom in on the YUV image editor and why,

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and then drag it over just a

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very slightly until that line,

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it lines up just like that.

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You can see this one over here

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is totally out of whack now,

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so we will select it

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g and then just place it where we need it.

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So right there looks good.

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And then G and X and Dragon

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until the black line is in the corner.

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And there we go.

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And finally we will go into edit mode.

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Once again, we'll select

00:08:40.940 --> 00:08:44.540
that top loop by holding the Alt key, select the corner.

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And we'll zoom in G

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and then just place it exactly where we need.

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So I'll move it along the y

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until it lines up just like that.

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There we go.

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And then we will select this face.

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And it looks like we need to go back this

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way and then line it up right about.

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There, looks good.

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And there we go.

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I've now lined up all of the tiles

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and everything is looking really good.

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And finally, the last material that we'll do

00:09:13.490 --> 00:09:15.890
in this tutorial is these lights right here.

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I'm going to select them and I'll just give them

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that white glossy material that

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we've used for a lot of other things.

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So I'll type in white and then

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select the white glossy material.

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I'm also going to right-click and shade it smooth.

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Once we do this though, you're going to notice that

00:09:29.330 --> 00:09:31.265
it gives it a weird bevel issue.

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So to fix that, we're going to go over to this menu.

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This is the object data panels.

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Underneath the normalised we're going to

00:09:38.330 --> 00:09:40.160
turn on auto smooth.

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And that will fix the edges.

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And now it looks much better.

00:09:43.595 --> 00:09:45.275
And since we all did it,

00:09:45.275 --> 00:09:47.705
it's going to apply that exact same thing to

00:09:47.705 --> 00:09:51.240
every single one of the lights that we've added before.

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Now to bring back the water and you can press Alt and

00:09:55.115 --> 00:09:58.250
H to bring it back. And there we go.

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That concludes this section.

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We've created a lot of materials and learned

00:10:02.000 --> 00:10:04.774
a lot about UV unwrapping and textures.

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We don't really need this window on the right,

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so you can close it by clicking

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in the top right corner until

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your cursor turns into

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a plus sign and then clicking and dragging over.

00:10:14.950 --> 00:10:16.760
And there we go.

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That is looking really good.

00:10:18.635 --> 00:10:20.330
As for the next section,

00:10:20.330 --> 00:10:22.220
we're going to be focused on lighting,

00:10:22.220 --> 00:10:24.050
adding an HDR into our scene

00:10:24.050 --> 00:10:27.060
and making everything look really good.
