﻿WEBVTT

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I think, at this point, we're going to start

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getting a lot deeper into Blender, and probably going to start moving

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and switching between sections. Let's get right into it
by exploring more

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of the 3D View header bar down here.

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Now, we've already gone over the essentials of what we really need

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to know on the View menu.

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The Select menu, we can come back a little bit to

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a little later.

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Next, we've got the Add menu.

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Now this menu is basically the same menu

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that you can pull up with the cursor in the main view here

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with the Shift A hotkey. Once you do that,

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you've got our mesh objects that we can add.

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For example, there's a cube in the scene already.

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We've got the some curves that we can add.

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Also we have things like Lamps down here at the bottom.

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I realize there's a whole bunch of stuff in here as well.

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But let's start to get two sidetracked right now.

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With that, we have the Object menu.

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This Object menu is actually related to, or at least this final menu

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that you get in the 3D view here, is related to what mode

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you happen to be in.  We're in the Object Mode.

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Now, these are all things that we can do on object level.

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For example, if we add a second object,

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we could combine those two objects together.

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Or we could separate them, or any of the things that happen

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to be in this list really.

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If we switch the Object Mode,

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we can switch to Vertex Painting Mode.

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You'll notice that, the items within the tool shelf changed,

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also, we now get some different menu items down here at the bottom.

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In fact, some different results, even after the this pull down menu.

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So if we take a look now,

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we've got this Brush menu, we've got this Paint menu.

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Now, let's just switch back to Object Mode and continue moving on.

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After the Object Mode,

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we've got the Viewport Shading Mode.  The key ones here

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we really need to know about are the Wireframe,

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the Solid and the Texture.

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With these three, we've got some hotkeys.

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We've got Z,

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to toggle between our Wireframe and the Solid Shading Mode.

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Then Alt Z to toggle between

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the Solid Shading Mode and the Texture Mode.

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That gives me another opportunity to open up the Properties sidebar.

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Then just come over to the where it says Shading,

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this is related as well.

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This gives us an extra supplementary options

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to do with how things are displayed here.

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I just wanted to link these two parts together really.

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Now almost always, I switch from multitexture to GLSL.

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This is going to allow us to be able

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to see things like Normal Maps and Specular Maps in the Viewport.

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I basically switch that over for that reason.

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Also, I believe it should give us a little bit

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of a viewport performance increase anyway.  Also while we're there,

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I just like to switch on Backface Culling.

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For example, if we go Shift A and add in a Mesh Plane,

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then I'm just going to left click

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on this green arrow with the manipulator here.

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That's just going to allow me to slide that Mesh Plane out.

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We're still in Texture View at the moment,

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which is why we're getting the shadowing from the lamp
that we can see there.

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And then, if we just take a look underneath,

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we can see straight through it, basically.

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Whereas if we turn that Backface Culling back off,

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it gives the back faces some thickness.

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I like to read the scene in the way that

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again, is going to see in a way

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where it's not going

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to show me the back faces of what I'm modeling.

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It allows me to make sure that I've got the faces

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basically facing the right way.

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Also, you'll notice an option for some Ambient Occlusion there as well.

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I'm just going to leave that off for now though.

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If we press Z,

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we can toggle back to the Wireframe Mode.

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And then Z again for the Solid Shading Mode.

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That again,

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changes the way in the options that are showing here.

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Now we can see that, we've got this Texture Solid Mode,

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and we've got Matcap.

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Now, Texture Solid Mode is going to allow us

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to show some textures that happen to be loaded

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onto the individual faces in the Image Editor.

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We'll have to come back to that a little bit later on to fully absorb that.

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Otherwise we have these Matcaps.

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That’s like another way of being able to see our models

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in the scene without having to just look at

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these grey slight purplish hue

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we get to the lighting of the normals here.

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What we can do is, we can switch on Matcap,

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and then click on the Matcap itself.

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Then we get to see some other options here,

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so we can click through various different ways

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in which models get displayed.

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I'm just going to disable the Matcap for now though.

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Then let's move on to the other things in the 3D View.