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- [Zach] In this video,
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let's create the tent for our scene.
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Alright, first of all, let's
disable the render collection
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and let's click on the scene collection.
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Press C to create a new one.
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Let's call this one props,
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because here, we wanna
put in all the props
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we create for our scene.
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For example, the whole campfire thing.
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And actually, I would
like to put logs_pile
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out of the campfire because
it does not really belong
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to the whole campfire thing.
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Let's select the props, press C,
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create this new collection
and call it tent.
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And you guessed it.
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We will create the tent now.
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And I think we will start with a cube.
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What do you think?
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Well, yeah? Then, let's
take this cube bottom.
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Put it in here, press Alt +
G to place it on the ground.
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And this little dude
here, let's rotate this.
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I hold down Ctrl, so it's
snapping each five degrees.
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So, that we rotate him in 90 degrees,
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so that he's laying on the ground.
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And now, let's measure how
big the tent should be.
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So, I want this to be a
tent with enough room.
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So, let's scale it up a little bit,
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so it's not too tiny.
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And I think the height is just right.
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Then, let's press Ctrl
+ A and apply the scale.
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And let's also call this one tent here.
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Then, let's change the material to tent.
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And I want this to be somewhat
orangy, something like this.
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Of course, we can change
the color later on.
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So, of course we could now
start to shape the tent
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out of cubes as we have done before.
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However, the tent has a
bit more complex shape.
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And as soon as it gets a bit more complex,
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it's better to use other
modeling techniques here.
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However, in the end, we will
just have these cubic shapes.
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First of all, I hit slash on the numpad,
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switch to local view
with the tent selected.
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So, basically everything else,
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which is not selected, will be hidden.
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And if I hit slash on the
numpad again, we will go back.
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You can see it over here,
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on this local in brackets,
that we are in local view.
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If you don't have a numpad,
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you can click on view, local view,
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and then, toggle local view.
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Now, let's switch over to edit
mode and let's do something,
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which we are actually not allowed
to, but don't tell anyone.
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Let's add some loop cuts here.
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With Ctrl + R, let's scroll
the mouse wheel once.
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So, we have two loop cuts.
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Left-click and then, left-click again,
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because right now, we
are in this slide mode.
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And if you slide it somewhere else,
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simply right-click or hit escape.
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And then, the loop cuts are
perfectly in the center.
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Now, let's press Alt + Z to disable x-ray.
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Press 3 for the face election
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and then, let's press S, X,
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and scale this down here,
something like this.
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Then, let's press 2
for the edge selection.
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Select this whole loop by pressing Alt,
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and then, left clicking on one edge,
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scale this on the x-axis.
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Something like this.
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And this does indeed look like a tent.
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Maybe, let's move this down a bit.
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And then this one, let's select this.
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Press double G to slide this down a bit
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and then scale this along
the x-axis once again.
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Now, let's make the shape of the tent
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a bit more interesting.
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First of all, let's go to
the face selection, three,
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select these two faces and press Y
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With Y, we splitting the faces,
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and let's do the same
thing on the other side.
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Y, then, let's also
select the face up here,
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since this is also still
connected to the other ones,
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press Y and then, this
is also disconnected.
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Let's select all of them
here and press S, Y,
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and scale it a bit along the y-axis.
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Let's use the edge selection,
select this edge here,
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and this one here, press double G.
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Then, we can slide it.
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However, now it's
limited to the face size.
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And if we now press C, we can
go longer, as you can see.
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Make this a bit longer,
something like this.
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Then, let's also select
this front part here.
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Press Y to separate this
and now, with Ctrl + R,
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let's add one loop cut in the center.
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And then, when you select an edge,
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which you want to split up,
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you don't press Y, you press V.
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Then, the edge will be split.
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And now, let's press one
for the vertex selection.
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Select one of the vertices here
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and move them to the side, so
that the tent is a bit open.
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Something like this.
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So, now the tent has the shape we want.
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Let's enable x-ray.
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Maybe move this top
part a little bit down.
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And maybe, this part also down a bit.
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Something like this.
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So, I took care when creating this tent
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that I only create quads,
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meaning faces with four
vertices and four edges here.
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So, I don't have any loop cuts going
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through here and stuff like this.
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However, you can see that these big faces
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are still connected to each other.
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And in the end, we just want
to have like single cubes
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or at least it should look like it.
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And for that, let's go
over to the modifiers.
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Switch over to object mode and
add the edge split modifier.
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And here we can split the
edges by a certain angle.
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And here, if we enter
zero, each and every edge
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of the whole tent will be splitted.
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However, right now,
everything is super flat.
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We don't have these cubic shapes.
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So, let's add the solidify modifier
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and this modifier adds thickness.
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So, let's hold on shift and
then left-click and hold,
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and carefully slide this to the side.
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Now, you can see everything becomes cubic.
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And with the offset, we can
slide this in or out a bit.
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Usually, I set this to
zero, so it's in the center
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and then, you can also see that
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the faces are splitted here.
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Now, this is all nice.
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However, I want to randomize the rotation
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and everything from the faces a bit.
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So, let's actually apply the modifier.
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So, we can do it either here with apply
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or we can simply go to the 3D view port,
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press Ctrl + A, to open up the apply menu
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and then, click on
visual geometry to mesh.
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Then, all the modifiers will be applied.
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Now, let's go over to edit mode.
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Press P and click on
separate by loose parts.
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Now, you can see each of these
cubic parts are separated.
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However, the origin is still down here.
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So, let's select everything,
right-click, set origin,
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origin to geometry.
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Now, the origins are back
on these specific objects.
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Here, you can see for example,
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the lower object is peeking through here.
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So, let's rotate this a bit
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and now you're totally free
to, like, adjust everything.
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Let's select everything and press Q
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to open up my quick favorites menu.
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And here, I have this
randomize transform option,
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which I added to my quick favorites.
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Otherwise, you can find it here under
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object, transform, randomize transform.
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And let's run this operation.
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And, now we can randomize
everything a bit,
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just very slightly.
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So, I want to have a little
bit of randomness in here,
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in the location and also, in the rotation.
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So in the end, you can actually see that
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these are different cubic shapes.
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And also, for the scaling,
let's enable scale even.
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And let's scale, this
just a tiny little bit.
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Something like this.
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Like you can see everything
has shifted a bit.
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If you realize something
is, like, too much shifted,
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of course, you can also
manually move stuff around.
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But anyway, in the end,
it's all pretty far away.
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So let's don't care about that too much.
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However, there's still one issue.
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You can see, we have this
bottom gradient now on each
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of those parts, which looks a bit weird.
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So, now let's rejoin some of the parts
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to make it look better.
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For example, these two
parts, let's select them.
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Press Ctrl + J and then you can see
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how this gradient is scaling
through the whole object.
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Same thing here, here, and also here.
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Now, since we added modifiers
and we basically changed
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the actual geometry, the UV map of
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our objects is not correct anymore.
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And as you remember, we
need this basic UV map
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in order to have this darken edge effect.
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However, this is pretty simple to fix.
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Let's select everything,
go over to edit mode,
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select everything with A, and
press view and click on reset.
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Now, it was resetted for
each individual face,
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as you can see.
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And now, we also have this
nice edge darkened effect here.
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Now, let's add some basic patches,
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so that the tent looks a bit repaired.
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For that, let's use a cube
button, place it somewhere here.
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Then, under snapping,
this snapping option,
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let's enable face and let's
enable these two options.
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That means we could enable
snapping all the time,
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however, I like to use holding down Ctrl
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to enable it temporarily.
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First of all, scale this down a bit,
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a bit longer, and super flat.
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And then, press G to move it
around and hold down Ctrl.
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And now, it's snapping to the
surface here, as you can see.
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Let's move it somewhere here.
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I think it can be even
flatter. Something like this.
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Let's rotate it a bit and then press G
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and then Ctrl, again, to
snap this to the surface.
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Let's add a few patches here and there,
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and scale them a bit.
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And also, to the other side,
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which we maybe don't see in the end,
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but you know, maybe we do.
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If we want to rotate the tent then,
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let's select all the patches here.
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Then, select one of the tent parts.
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Press Ctrl + L and
click on link materials.
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And by the way, you can see these parts
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are now called a bit differently.
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So, let's Ctrl + F2,
selected, type, set name, new.
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And let's also call it tent,
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so it belongs to all these tent parts.
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Let's fix this little thing here.
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I don't want to have
this to be too choppy.
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Something like this.
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Now, let's select everything
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and apply the scale, just in case.
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And now, let's hit slash
on the numpad again,
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or go to view, local view, and
click on toggle local view.
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Now we are back.
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This little dude is lying
in here. Looks good.
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And in the next video, and
let's finalize the tent.
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