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Original subtitles

Hello everyone and welcome. As G Polygon

Design, today I will show you how to use

our new add-on reference mesh from A to

Z.

First and foremost, Ref Mesh is a

powerful tool designed to cut sections

from a reference image and extrude them

to create 3D game-ready models. Let's

jump right into the workflow. First,

let's enable our add-on by going to the

edit menu, selecting preferences, and

finding it in the add-on section.

>> [music]

>> Once activated, our tool will appear in

the end panel. There are two different

image editing methods available here.

You can either add a 2D image or use a

3D object, provided it has a base color

[music] map. For this demonstration,

let's go ahead and add our reference

image. We have four different cutting

methods available. Let's start with the

smart box. This tool allows you to

select your desired area with just two

clicks to easily create a new layer.

Next up is the magnetic pen tool. This

tool acts like a magnetic pen,

seamlessly following the contours of

your [music] image. If you hold down the

alt key, the line turns green, allowing

you to draw perfectly straight lines.

If you make a mistake and want to fix

it, you can enable correct face

attributes from the options menu in the

top right to make adjustments. Or you

can simply delete it from the cut layer

and make your selection again.

>> Our next selection tool is the magic

wand. This handy feature allows you to

select pixels of similar colors with

just a single click. Additionally, you

can apply these four cutting methods

using the three different operational

options located at the top. You can

choose to simply cut the image, remove a

section, or create a new face.

All of your cutting operations [music]

will automatically be converted into

clean, organized layers. From this menu,

you will be able to make any edits you

want comfortably. Now that the cutting

process is finished, let's move on to

the extrude, bevel, and roughness

operations. You can simply select your

desired layer and extrude it.

If you don't like the automatic system

that assigns the side material using

UVs, you can check the side color box to

pick a solid material color.

Thanks to our layer system, you have

complete control over each individual

section.

>> [music]

>> You can simply select a specific layer

to add a custom bevel just to that part

of your mesh. Additionally, you can

adjust the roughness values on a

layer-by-layer basis, letting you

independently change how shiny or matte

different areas look.

Finally, you might want to get rid of

multiple side materials and bad geometry

to get a truly game-ready output. To do

this, simply check the merge into one

single slot and triangulate options,

then click finalize.

Just like that, your single material

object, perfectly surrounded by

triangles, is ready to use.

And there [music] you have it. Here's

the final output. That covers the entire

workflow from start to finish. Thank you

for watching. You can find the link to

access the add-on in the description

below. Don't forget to like the video

and subscribe to stay updated on our

latest tools and [music] developments.

See you in the next video.

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