WEBVTT

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In this lesson, we're going to learn about the three main tool, if you go to your rendering tab here,

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you can see the icon right here, three paintable.

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You can also get to it from rendering texturing 3D paintable.

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So for this lesson, I intentionally chose to take a break from the Ghostbuster trap texturing to texture

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this, because I think it's going to be super fun to to learn about the 3D paint tool with this head

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so that we can do the DIA de los Muertos type of designs on this head.

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So Google some images, get some inspiration and open up the scene, found Maya and let's get started.

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So I'm just going to zoom in here.

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And so the other reason why I wanted to start with this as well is because it all still has the Lambert

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shaders.

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So if you right.

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Click and go to assign new material, you can see all the Maya surface materials are right here.

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And Lambert, any time you make anything in Maya, it's going to give it the Lambert one shader.

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So you can see that.

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Right, written right here.

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Lambert one every piece of geometry that we have is a Lambert one.

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And currently the three paint tool does not work with Arnold shaders.

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So we have to have a Miah shader assigned for the 3D paint told to work.

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So that's why I switched over to this one, because it still has all Lampert's and the Ghostbuster trap

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has a bunch of Arnold Shayna's on it now.

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So you could, you know, say you're your texturing or your shading and you have all these Arnold Shayna's,

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you could revert to elaborate shader and then, you know, from the hypercharged bring in that Arnold

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you had been using.

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But just for clarity's sake, let's just start from scratch and have a new Lambert on this, because

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I don't want to affect the Lammert shader that's applied to everything else.

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So let's click Lambert.

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And now we can click this button and go into the three paint tool.

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So it says, we have no file texture assigned to the current attribute.

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And if you look, I'm going all down, be a middle mouse, drag our paintbrush has a big X on it.

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So that's a sign that we need to do something.

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And we got this little kind of error here.

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And also, I should say that errors that show up in yellow are just kind of warnings.

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They're not errors.

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Anything that shows up in red is actually an error.

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So we know that we just got a warning.

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So there's something else we need to do.

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Let's go in the tool settings of this paint brush.

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And the first thing we need to do is go to assign edit textures because it doesn't know where to save

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the texture we are about to create with a paint brush.

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So we go to assign added textures and we can change the size of the texture.

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I always like to go pretty big because you can always scale down the texture later.

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You can never scale it back up.

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So let's go with four K and I'll hit assign added textures and now you can see the X's gone from this

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and we can actually paint on this now.

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So I'm going to flood this with a color that is not totally white, has some yellow in it and it's kind

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of a bone color.

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So I can using the flood tool here, I can flood the entire object with that.

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And I've chosen a little red color here.

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I'm going to make some designs around the eyes, kind of like the flowers that you see and a lot of

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these designs here, these kind of circle areas.

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I'm going to start with that base color and go around this.

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So if I hold down B, I can change the size.

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And there are different brush types here and I'm going to go with the harder edge brush and start painting.

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And you can see that my rotation is going to be hard to navigate because I'm rotating not from the pivot

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of the head.

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So I'm just going to get out of this tool for a second and I'm going to go to view look at selection.

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So now it's pivoting from the head.

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So it'll make navigating around much, much easier while I'm painting.

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So now I can go back into the tool.

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And with paintbrush selected, I can start painting, so I'm going to start painting and let's say I

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make a mistake, oops, I do something like that, well, I could use the eraser tool.

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So let's go to the race.

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And I started racing.

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And.

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That works pretty well.

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What it could do is actually erase the flood that you have, so in that case, you can actually just

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use the color of the flood and paint over it so we can use the paint tool.

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So we'll do the same thing.

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So you have those two tools at your disposal if you kind of mess up.

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So you also have these other tools here.

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You can smear things.

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And to kind of blend colors together, we could also blur this out in case the edges are too sharp,

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we can blur that out.

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So I'm just going to flood the paint again one more time and go back to the color that we had and go

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back to the normal paint.

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And I'm going to get to painting and I'm going to speed this up and I'll see in a second to show you

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what it is we need to do to complete our texture so that Maya knows how to use it.

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So now that we have some texture that we like after we've gotten done painting, we can save this out

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as a file by going down to save texture's.

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If we click this button, we may or may not get an error.

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This is just about some little preview thing.

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But if we click this little button down here, that's called the script editor and we can see everything

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that's been happening in Maya for a while.

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So if we look just above the error that it gave us, we can see say it's a saved and it has a file path

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and it says JPEG right here.

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So if we go to that in Photoshop, we can go to file open.

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We can see that file.

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And this is the importance of setting your project.

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And we learned about this in the first part of this course.

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And let me just reiterate it again.

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If you haven't set your project, you have to go to set project and choose the main folder you want

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to set.

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It is.

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And then when we go to open things or say things, or in this case, when we were creating textures,

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it's going to save it in the correct place.

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So if we look in Photoshop, we can see that it is under the Maya folder that we had set as a project,

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the source images folder.

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And then there's three paint textures and then it has the object that we painted on or the same file

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name rather as the folder and then the object name or the shape of that geometry.

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So if we had open now we can see we have this piece of texture in Photoshop so we can use this as a

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guide.

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We could repaint this in Photoshop if we prefer brushes in Photoshop, or we can continue to paint the

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rest of this.

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But you might say, how do we know where the other eye is?

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It's over here somewhere.

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Well, we can export the oves as a kind of template so we can see how we can paint textures in Photoshop.

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Let me show you how to do that right now.

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If we go back to to Maya and we click on the object, let's go into object mode and select it.

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We can go to the UV editor window by going to the modeling menu and going to the editor.

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And you can see we have our oves from the first part of this section.

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If we go and select all of them, you can see that indeed this makes it possible to paint textures.

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If we did not live our lives out in this way, then it would be impossible.

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If these were overlapping each other and all that kind of mess, it wouldn't be possible to do this.

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So now you can begin to see the importance of having properly laid out UVs when it comes to texturing.

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So to get this into Photoshop and go to image, you've snapshot or we can click this little camera button

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right here that will open up the UV snapshot options.

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And we can export this as a JPEG to the images folder.

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And again, because we've set the project, it's already populating where what directory of to save

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these things.

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And so we want a JPEG and that's fine edge color.

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Let's change that color to black and let's apply close.

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Let's save over the snapshot.

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And because I'd already made this earlier, so I'm going to open this up in Photoshop, I'm going to

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file open and we can go to the Maya directory that we had set as a project.

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We know it saved it in the images folder.

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And there's our UVs.

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Let's head open.

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And now we can see that actually because we sent it to black, that didn't work.

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So let's just save that to white and we can actually invert this in Photoshop.

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So I'm going to overwrite that with white lines now.

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And let's reopen this.

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File open.

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And the lines are just super thin, so when we bring it in, I'm just command a command C, Command

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V pasting it in here because they're both for textures that overlaps.

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Exactly.

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Well, we can't see beneath it.

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This isn't really Photoshop lesson, but I'm just going to show you a couple of things.

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Let's just hit this the screen and now we can see there's actually white lines here.

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But because our background color is so bright, let's actually invert that so we can go back to normal

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and we can see if we hit command, I we can actually invert that.

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And now if we set this to multiply, we can actually get black lines so we can see if we, you know,

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make a new layer here and we start painting.

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We can actually affect this thing inside of Photoshop and do textures here with this UV template, kind

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of as a as an outline and guide to know where should we be painting textures.

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So just as a quick example, I'm doing this really messy thing so that you can see indeed checkmark.

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We are affecting this.

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So I'm going to turn off the wireframe.

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I'm going to save this out as a copy here and I'm going to make it be a JPEG and it's going to save

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it as a copy.

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I'm going to save it, OK?

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And now when we go back into Maya and we look at the shader for this object, we go to Lambert five.

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We can see in the color that there is something mapped to it.

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And that's the three texture that we have been painting.

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But if we want to bring in any other texture and like the one we just edited in Photoshop, we can select

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it here and swap it out.

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So now indeed, check, we used the Photoshop image now.

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So there's different ways you can use the 3D paint tool, which is a little button up here we've been

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learning about we can actually use it and just complete the entire thing all inside.

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Maya never have to go to Photoshop or we can use it as kind of a guide and say, OK, here's the forehead,

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because that's where the big check is.

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When I'm in Photoshop, I can export the oves as wireframe paint on that and then bring it back in as

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a texture inside the shader color.

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So that is the paint tool.

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And the next lesson we're going to learn kind of another way to use it and different type of shader

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and we'll jump back into the Ghostbuster trap.

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But I encourage you to finish this out.

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I'm going to spend some time on my own and continue to paint this and make whatever kind of design you

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want.

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I encourage you to have fun with this part.

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This is probably the most fun part of the lessons here and that you can kind of be an artist and paint

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on your skull that we made.

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I also just want to make a quick note that in this example, I did not use symmetry and in three paint

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told I don't actually call it symmetry.

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They call it reflection.

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So you could turn on reflection and use this to paint your designs and have them be symmetrical across

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the model because it's a skull that might be useful so that we can, you know, have some symmetry here.

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But it also artistically, you might want some variation on either side, but that's definitely an option

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to turn on reflection and change the axi that it is reflecting on.

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But probably you'll want an X because that's how this model is set up.

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But thanks for watching and I'll see you the next lesson.
