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- [Zach] In this video we start preparing
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the basic scene that we need
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in order to get started
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with creating our very first cubic world.
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So I opened up the empty workspace scene
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which we have talked about earlier.
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You can also find it
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down below in the project
files of this lesson.
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And this file, as you can
see, has no objects in it.
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It has nothing in the
outliner and no collections.
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And also all the settings
over here are pretty much
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at the default state.
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And whenever you open up a preset file
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I would highly recommend to save this
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under a new name for your
new project immediately.
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So we don't accidentally save
over the existing preset file.
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Let's go to File-Save As
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or press shift+control S
then the file browser opens.
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And now over here
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you can navigate to your specific volumes.
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However, I'm here at the right place.
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I want to save this in the scene folder
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and then in this campfire
tutorial folder, and
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with this button up here, you can also
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create new folders if you like.
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Let's call this campfire_01.
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And I use a simple version
in here because every now
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and then I want to save
this as new version
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just to make sure
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that I have a few backups
and don't lose anything.
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When I try some crazy stuff in my scene
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and you can easily change
the number by clicking
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on this plus and minus
symbol or pressing plus and
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minus on the numpad, and then
simply hit enter to save.
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Now, before we add anything here
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let's go to the scene collection.
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Press C to add a new collection
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or click on this button up here.
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Let's call this environment
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and inside the environment collection,
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let's press C again.
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This needs to be selected.
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I call this ground.
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And as you will see later
on, we will use a lot
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of collections sometimes
even for just one object.
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And this will speed up
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the whole scene creation process a lot
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because we can easily hide single objects
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or full collections here.
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I select the ground now
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because now when I add the
cube center to the scene
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this will be automatically added
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to with this ground collection.
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So when you add something,
select the specific collection
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and then this will be added, but
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of course you can move the objects
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also around if you need to
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by just dragging and dropping
them onto other collections.
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Let's double click here
and call this ground.
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In the 3D viewport with the
cube selected press alt-G.
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And as you can see, this one
has the origin in the center.
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That's why the cube is called cube center
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and this should work fine for the ground.
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Let's press N to open up the sidebar.
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Let's change the size
of this cube to be 100
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by 100 meters for X and Y.
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And something like 0.5 for the height.
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Now we have this ground plane
with a bit of thickness.
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And as you know, from one
of the previous videos
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if the scale is not set to 1:1:1
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this can be a problem for modeling
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and also for animation later on.
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So let's select the cube
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press control-A and apply the scale.
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Now, this is back at 1:1:1
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and you can also find this
under object-apply-scale.
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Now let's quickly add the cube button
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press Alt-G so it's back in the center.
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And now you can see this is
sticking in the ground here
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and not perfectly lying
on top of the ground.
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And that's because, lets press num pad 1
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to see it from the side
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you can see the ground is a
bit above the Z axis here.
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So let's select the ground
and then let's move it
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down by negative 0.25,
because it has a thickness
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of 0.5 and we need to move
it down the half of it.
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And that's 0.25.
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And now this cube here stands
perfectly on the ground.
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And then every time we add something here
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to the scene and press
Alt G to recenter this
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it's perfectly sitting on the ground.
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Let's move this new cube
out of this collection
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just drag and drop it
onto the scene collection.
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And let's color the ground
here, select the ground
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go to the material settings.
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And as you know, we
can change the material
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over here to something more brownish.
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There should be a desert environment
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and let's call this material ground.
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Then let's create a new collection.
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Let's select scene collection press C.
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Let's call this scene helpers.
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Let's move it up here.
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And for now let's also
move the cube bottom
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zero zero one in here
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move it a bit to the side.
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And inside the scene helpers collection.
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We will add all the objects
we need for creating our scene
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which helps us measure
stuff and stuff like this
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or control animations later
on, but won't be rendered
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so we can turn off the
collection later on.
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Let's leave it enabled for now
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and let's drag and drop the
human male character in here.
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Let's press Alt-G
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to recenter this to the scene origin here
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and this is just a default
human male character
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In the final assets scene for this course
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you will probably have a few
more objects than I have here.
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And besides the male character
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there are probably also a
female and children characters
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which you can use as reference object.
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Let's move this one here into the scene
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helpers, let's call this human reference.
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And when we start creating
the assets for our scene
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we won't measure each and
every object we add, however
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we use this human reference object to
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scale our environment assets accordingly.
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And by the way, now this
is just an instance object.
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I can't select the armature.
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However, if you want
to convert this simply
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select the character, press control A
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and click on make instance real.
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And now, as you can see
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I could pose the character
which we will learn more
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about later.
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However, for now the instance
is totally fine for me.
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So and one last thing I want to set
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up here is under the render
settings, ambient occlusion.
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If I enable this, you can
see that here in this corners
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this shadow will appear
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which helps us a bit better to understand
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if an object is actually
standing on the ground or not.
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And I find this quite
helpful when creating stuff.
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One little note here, when
I moved my view around
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you can see this weird ghosting
effect around the objects
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which is caused by the
viewport de-noising.
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If I disable this, you
can see this disappears.
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And this is also what I
would recommend when we
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create the cubic world
scenes to disable viewport
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de-noising because it's just,
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de-noising some of those effects
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like ambient occlusion, which
then adds this weird ghosting
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to the view port.
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Of course not to the final
render, but to the view port.
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Now let's save this and let's go over to
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setting up the camera.
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