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- In this video,
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we will start to model the
assets for our scene here
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by creating the campfire assets.
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So now we are back in this file here
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which we created in the previous videos
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let's enable material preview
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and let's get rid of this cube here,
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we don't need it.
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Let's pick our modeling reference
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and move it a bit to the side here
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and lets create a new collection
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select the Scene Collection, press C
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let's call this campfire.
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Inside the campfire
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let's create a sub collection
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let's call this one logsfire
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and let's get started
with modeling the logs
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and in order that we don't get distracted
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from the sun lamp here
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let simply disable the render collection.
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Although we have some of those objects
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which we need for the fire already,
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here we wanna learn
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how to create these assets from scratch
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that's why I just use
the default cube button.
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Let's press Alt + G, so
it's back in the center
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and here we want to create a bunch of logs
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so let's scale this down
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and I try to stay in object
mode as long as possible
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let's get this up and I have the character
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here in the background as
a nice scale reference.
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So let's create four logs
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then let's scale them differently
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and if you want to scale
something in the thickness
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we have the Local Transform
Orientations enabled
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this is important press S for scaling
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and then I press Shift +
Z to exclude the Z-axis
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and now I can scale along
X and Y as you can see
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so I can make it thicker or thinner.
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So let's make this a bit thinner
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and we also need longer logs
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which we will use for the cooking pot.
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So let's create two long
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and now let's add some variation here
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Let's hit Shift+D scale this down a bit
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and then we have this cutoff
branches here on the side
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which makes this look
a bit more interesting.
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First of all, I just add
them to a few sides here
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and also up here, let's
duplicate this one here
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we wanna have like
these two branches where
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we can lay another branch on top,
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something like this.
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and maybe let's add another
branch somewhere here
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and let's duplicate this
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because we also need one long
stick, which we put on top
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you will see in a second what I mean,
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something like this.
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Now let's pick one of those here
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go to materials
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let's call this wood
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and since we duplicated all
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of them from this one first cube
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they all are using the same wood material
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so we can change the color here.
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and this will now affect all the logs here
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and I want to have the random color
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so I set random to one
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and then let's use a different
brown tone over here,
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something like this.
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Now let's have a look from the top
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and let's rotate around
some of these brunches here.
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So not everything is
like perfectly straight
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and now these brunches
here are not connected
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with the main log here
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so let's join them first,
select the branch, then the log
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and then press Ctrl+J
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and let's quickly do the same thing
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for the others Ctrl+J
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so hold on Shift
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to select multiple, then
Shift the last one Ctrl+J.
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Now you can see the names
are still at the cube_button
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now let's select them all
select the first, hold on, Shift
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select the last one
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and then all of them will be selected
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then either go up here to Batch Rename,
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or press Ctrl+F2, then make
sure Selected is selected
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objects we wanna rename
the selected objects
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then the type I want to set name, new name
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let's simply call this log and then hit OK
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and then you can see all
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of them were renamed into log.
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Let's separate these three here,
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press M, go to campfire
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create a new collection.
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let's call this cooking pot.
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because in here we will put
everything which belongs
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to the cooking pot,
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then let's for a second
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hide these two collections
select the campfire here
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let's add the cube button,
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once again, scale this down,
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press F2 call this stone,
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so we don't need to rename
this and let's press M campfire
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create a new collection
and call this stones.
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Now, first of all, let's make sure
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that the stone has roughly the right size,
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I think this looks fine.
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Then let's duplicate this two times,
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scale this down a bit
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then let's duplicate these two,
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and as you can see I try
to stay in object mode
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we're scaling everything for now
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and then later on
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if I need to change the shape,
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I can switch over to edit mode.
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So now I have three stones
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now let's join the outer
parts to the inner part
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and then let's switch over to edit mode
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but before we do that,
let's select them all
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press Ctrl+A and apply the scale
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which is important
before we go into editing
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because this can cause trouble.
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then up here
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let's pick the face selection
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and then let's scale this one down
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move this down a bit, same for these two
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and then use the edge selection
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and press double G when
you select one edge
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so you can slide it along
the existing surface
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and in this way, I quickly
slide them a bit to
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create a bit more interesting shape here.
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Now let's hover over the other
one and press D to switch
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to edit mode of this one here,
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if this feature is not working for you
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go to edit preferences interface
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make sure that developer extras is enabled
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then you have this
additional tab down here
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and then you can enable
the switch object operator.
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So let's press three
for the face selection,
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let's scare these two down as well
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and then two for the edge selection
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and press double G to
slide these down a bit.
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And same over here, scale
this and slide one side a bit
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and maybe press G, Z
and move this down a bit
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so it's not the same height
as for the other stones.
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Then let's change the material
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let's call this stones,
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make this a bit darker
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add randomness and
another dark grayish tone.
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Then let's hide this one
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and the last thing I create
here for now is the cooking pot
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which we will put inside the
cooking pot collection here,
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let's add a cube,
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that's a huge cooking pot
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let's scale this down,
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something like this,
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Shift+D move this up, scale this down
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something like this here let's
quickly switch to edit mode,
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let's apply the scale first
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then in order to see through the object
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press Alt+Z, or up here enable x-ray
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then let's select the face down here
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scale it down a bit
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something like this,
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let's call the material pot
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and let's make it grayish,
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this one here apply the scale,
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let's copy this.
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and let's call this black
and just make it black.
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So when there's a hole inside something
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especially when these
are like small objects
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we don't use boolean
or something like this,
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we just add a cube on
top, which we color black
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and then it looks as if
there is a hole inside.
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Of course you could also add some color
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like if there's a soup
inside, something like this,
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however, this is something
we don't need right now.
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Now let's add a handle to the pot
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so that we can hang it on
to the logs here for that
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let's Shift+D this cube here,
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scale it smaller and longer,
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then let's select this pot here
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and drag and drop the material onto this,
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maybe let's press S+Shift+Z
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to make this thinner a bit
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move it over here,
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Shift+D, Shift+D rotate this,
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make sure that this one
here is a bit thicker
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so there is no Z fighting.
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when two objects are
too close to each other
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then we can see this flickering
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and that's why we take care that objects
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which are sticked into each other
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always have a bit different size.
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And then there should
be a small rope on top
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which we put somewhere here,
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let's scale this down a bit,
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let's duplicate the material
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by clicking on this number,
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call this rope
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and then let's color this
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into something more yellowish, brownish
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a little bit brighter,
something like this.
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Shift+D let's duplicate this
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make this shorter and make this thicker.
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This should be the knot.
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So now let's join all these objects,
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let's join these four
objects to this one here,
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Ctrl+J,
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and when you join multiple
objects with different materials
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you now can see they are listed here,
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and if you switch over to edit mode,
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let's press Alt+A
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to de-select everything
you can select these parts
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as you can see, and you
can even, for example
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press L to select this connected cube here
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select a material, and then click
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on assign to assign this specific
material to this element.
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Let's go up here and
click assign once again
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because we want to have the
pot material on the side here,
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and now let's join the pot and
the rope to the knot up here,
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Ctrl+J, and I would say,
let's move the origin,
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let's pick origin, press G, Z
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move it down to the center somewhere here
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because later on, let's disable this,
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we wanna rotate the pot a bit
when it is hanging around,
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so the origin
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up here makes sense to
have a good rotation point.
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Now let's hit F2, to let's call this pot
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and now you can see the
logs are pretty thick
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so let's go into edit mode,
Alt + A, de-select everything
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press L up here
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and then scale this up a bit
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because it should be
thicker than the logs.
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So let's take a look
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from the right side and
then we can see it better
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and then this should work.
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And by the way, to make
this more realistic
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because we are creating
super realistic stuff here
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let's Shift+D duplicate
the whole mesh element
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in edit mode, press Z,
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move it down here a bit,
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scale it down,
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of course we need another
knot around the handle here.
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Then of course,
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make sure to save the
blend. file in between.
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And now we have everything
we need for the fire,
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and in the next video,
let's put it all together.
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