WEBVTT

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In this lesson, I want to finish up the Ghostbuster trap, so let's take a look at where we are at

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right now with the Arnold interview.

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I'll play so we can preview the render here.

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And you can see that I've gone and ahead and done some textures for these other panels as well with

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the same method we've learned about.

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You can see this one is maybe too dark here.

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So let's take a look at that one real quick and refine that.

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I'll open up the attribute editor and first delete the history here.

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And also, I'd like to say to save often when you're doing these render previews, Mike and Crash,

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it's not uncommon for it to crash here.

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So scroll down to the color balance.

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And if you remember, we have these Alpha Gane sliders and we actually go past two, which is where

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the slider wants to go to now, split hit three and then just keep driving this up until I kind of get

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that contrast that I like to see between the rust and the metal.

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So I'll drag that up maybe a little bit more and then spin around and see where the reflection is kind

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of similar between these panels, because I don't want them to be too different.

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OK, so the next thing I want to do is attack this kind of black metal here.

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This fractal that we used in one of the first lessons is pretty obviously a fractal and you want to

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avoid that type of texturing.

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So let's click this and get into the surface here.

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Let's go to the roughness as we get to the fractal.

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And let's first go into the texture and actually increase the coverage.

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So you can see there's this one big piece here.

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So scale all this down.

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So it's a lot more coverage and all of these areas here so we can cheat that by going into the place

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2D texture and actually repeat the UVs more than one time.

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So let's go five.

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We could actually, you know, stretch it and make it look streaky.

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But in this case, I want to keep it even and maybe even go further into maybe eight and eight.

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And then now we have that.

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Let's go back into the fractal and adjust the texture here by bringing down the amplitude so that it's

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a lot more subtle of an effect.

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So it's not like these big chunks every once in a while, but.

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And of course, scroll around if you can tell this is taking a minute to update.

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The other thing that we have at our disposal here is this crop region so we can click and drag just

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our region here so that it will update a much quicker.

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So now we can see as we rotate around the fractals working pretty good.

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Maybe it's still a little strong here.

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So if we don't want to bring down the amplitude, we can always go to the color balance balance and

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adjust the alpha gain here as well.

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So that's working pretty good, we can also increase the offset.

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So that everything comes down with it.

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Let's see, let's just turn all the way off here and increase the alpha gain and try to find a happy

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medium here, maybe it's the amplitude that to kind of even this out, bringing this back down and bringing

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some of their reflection back.

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So I'm just adjusting these, you know, it's not a perfect science.

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And you really have to kind of train your eye because it's easy once you're making these tiny little

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tweaks to get lulled into a sense of it looking good.

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So I like to kind of go at the extremes, kind of push it and see if I'm really actually doing any good.

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If this is actually going in the direction I wanted to go.

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So I think something like that was probably going to be good.

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Um, we can always adjust that later.

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But the other thing I'd like to do is add that same fractal, because we've already put all this work.

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I want to have to create entirely new fractal for this shader.

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So I'm going to save this real quick and click this and delete the history so we can get into the surface

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here and open up the hypercharged as well, so we can actually map this out much quicker.

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What this load up and then click this little button here, so we get the object that we have selected,

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we can get that all mapped out.

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The other thing I want to do is so let's click both of these some shifts, selecting over here in the

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viewport so I can select both of these at the same time and get both of them pulled up.

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So now that we have the fractal here, we can just pipe this in.

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And I'm just going to turn this off for now because I've had it crash earlier on me when I was trying

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to update.

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When you're putting in new textures, sometimes it doesn't like that.

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I'm going to actually let me zoom in here so you can see this, because I'm not sure how small your

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you're watching it on.

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Basically, what I'm doing is I'm taking the same situation we have here out Alpha, going into the

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specular roughness that we've been messing with on the black metal.

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And I'm just going to pipe that into the specular roughness on the ramp of the doors here so that we

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can kind of take advantage of the work we've already done.

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So when I open up the Arnold interview again, hit play and now you can see we have that to our advantage

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here.

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Now we can use both of them and.

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It's looking pretty good.

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The other thing we can do is add a bump map to this.

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So let's go into the Shater.

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I'm just clicking that when I close in the Hypercharged and let's create a bump map.

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Let's go to geometry and let's click that and go to you know what?

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Let's actually use the same thing that we've done.

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Let's open up the Hypercharged again and just kind of use this ramp to our advantage again.

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So let's click this and map it out.

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And let's duplicate this ramp, and if I copy paste, it will work pretty well and now I have a duplicate

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that I can adjust a little bit.

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So if you remember earlier, we have a linear interpolation.

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There's no fuzziness here.

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And if we pipe that in as a bump map, it's going to look pretty wonky.

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So we're going to adjust the ramp and that's why we're duplicating it now.

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So with the A.I. Standard selected, let's click bump map and let's just choose file so we get all that

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mapped in here properly and we can we don't want the file, so we just delete that.

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We just clicked file just so it maps this node here for us.

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So let's take the ramp and input the bump value of the Alpha into the bump value.

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And if we take a look at this, we can't really see much happening yet.

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And let's just turn on the crop here and let's go to the ramp itself.

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And we actually click this little button here and get a bigger view of it.

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Let's open this up.

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And before we change the interpretation, which we can do here, let's just add some anchor points here

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so that the colors will stay the same.

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So I'm just clicking in the middle here and just kind of going through so that there's a point on either

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end.

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There's a black to black and then yellow to yellow.

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And that way it'll kind of hold up these lines when we change the interpolation.

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So just trying to drag these kind of close to their partners here.

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And that looks like it's going to be pretty good.

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Now if we change the interpolation to maybe Lynnae or something like that, we can see now there's this

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bump right here because you can see where this is fading out.

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Now, we can change this to something else and we can see how this changes the bump map here on the

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ramp.

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So it looks like this actually has some separation now, kind of get down at an angle like this, we

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can kind of see that it looks like these are two separate levels here and we get that just it's cheating

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it even though this is one piece of geometry, this really shows the power of bump maps.

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So we can kind of add some dimensionality to these doors without having to do, you know, any more

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modeling or anything like that.

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We can do it in the texture's.

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So just keep that in mind as you're working that that's a possibility and it looks like it's a little

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too strong.

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So let's bring up the hypercharged go to the bump here.

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And now we can adjust the bump depth, maybe bring that down to point five, maybe even point one.

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We just want something subtle to.

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Kind of separate these colors out might be not strong enough, so I think that's working pretty good.

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I always like to look at it from different angles to make sure it's working OK.

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The other thing we can do with these the ramp and especially in this bump, let's get to an angle or

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we can kind of see this effect happening.

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I'm going to try to zoom in here as much as I can.

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So you can see it on your screen.

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Let's go into the ramp and we actually have noise here, so if I start with the noise, you can see

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there's these really big waves here and we want very small waves.

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So we want to increase the frequency.

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So let's just crank this up.

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And you can see there's way more waves here, but it's still not high enough.

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So let's we can type in our own values.

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And now you can see it's starting to look a lot more noisy there.

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But we just want just a little bit of it to come through on those edges so that they're not totally

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straight.

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So check that out.

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Now, we had like a little noise to this separation here to make it look even more organic and just

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kind of keep dialing that in to make it look, you know, a little rougher here.

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So when we're doing that procedurally, you know, we're not having to go back into Photoshop.

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We're not having to do anything like that.

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We can just update this as we want to inside of Maya.

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And that's, you know, the power of procedural texturing.

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So in the next lesson, let's take a look at lighting this thing.

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And a more interesting way, one of the last things I'm going to do is continue to add shaders to these

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gray pieces here.

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These are basically going to be read versions of this shader we've already made here.

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So you could duplicate out these shaders and then just change the color to red type that in.

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And then you could even do some of your own texturing with 3D paint.

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And you can see how far we've come.

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If you remember from the beginning, our model looked pretty similar to this chrome ball here.

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The reflections on here were very chrome like.

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So just quickly, I just want to show you, you know, of course, The Presets, which we've already

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looked at, but I just want to drive that home that it's a good place to start.

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If I sign a new material, go to Arnold Qader, Standard Surface and.

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Wait for it to pop up and I'm just going to call this rubber.

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And use the preset here and go down to rubber and go over to a place that's just off the screen there,

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so it's a really quick starting point for us.

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It's maybe a little too bright.

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The color isn't dark enough, so let's just dial that down.

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And then, of course, we can add procedural textures to it and make it a little rough and whatnot.

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But I'm probably going to use that same shader on the little nubs here, the little cylinders, they

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go around this and then I'm probably gonna use the metal shader on the inside pieces here and these

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disks and make maybe a new one for the screw here.

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But yeah, this is pretty much it.

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We've basically done a pretty good job of shading this entire piece and it looks, you know, pretty

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decent.

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If this is your first thing ever shading and Maya and 3-D, you should be pretty proud if you've gotten

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this far.

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And one trick real quick that I wanted to show you is say I want to play a texture just to this piece

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here and not the kind of rubber nubs around the outside.

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If I click this, because these are children of this, if you remember in the modeling where we parented

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all of these to this so that they all rotate together, it's hard to select this thing.

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You know, we're going to if we.

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Right.

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Click and start assigning any shaders is going to silence everything.

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Well, one easy way to go about selecting just that kind of parent piece that's controlling everything

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is to press down on your keyboard.

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And now we just have that piece.

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So now you can separate your selections if you like.

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So I'll just finish this up with the red pieces here and the other rubber shaders being applied.

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And in the next lesson, we're going to learn about lighting this thing with a little bit of fog.

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Thanks for watching.
