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Download "Архвиз в UE4 и Blender - Часть 1. Блокинг | Визуализация кухни с 0 по шагам | Уроки на русском"

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уроки
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визуализация
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  • ruRussian
Download
00:00:01
recreate this kitchen in the anreal engine,
00:00:04
we'll use blender as the
00:00:05
main package for 3d modeling and
00:00:07
we'll do the rendering itself montreal angie
00:00:09
hello friends, you're in touch, can't you tell me on
00:00:11
my channel, I'll tell you a secret and a trick of
00:00:13
computer graphics, and I'll also show you
00:00:14
step by step how get to the result, subscribe
00:00:16
to the channel if you want more
00:00:18
interesting videos, we always start by
00:00:19
looking for references, you don’t have to
00:00:21
do the same project as I will do,
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you can find any of your projects
00:00:25
that you like, I just chose
00:00:28
this kitchen, it’s small in size, which
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means that it will be quite easy and
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quick to model and it will not
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take up a lot of memory and
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computer resources, which will also speed up the
00:00:39
rendering process and the production of this kitchen
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after you have stocked up with good
00:00:43
references to me so that you can
00:00:44
see everything on them, consider everything,
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sort out some small details details
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that will then need to be added
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to your project, you can proceed to the
00:00:54
blogging stage, namely the ngam blocks we
00:00:57
will deal with in this lesson, and in the next ones we
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will continue on other more important or, one
00:01:03
might say, sequential topics, that
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is, we will now deal with
00:01:07
blogging, then modeling, then
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lighting materials and so on
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before we start this project I found
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on this site somewhere my dad’s 300 walked
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or something else I don’t remember, but in general I
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liked it and decided that it would be
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interesting to repeat it and I will also
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use it here this model and the mannequin
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are on real and so that I have some kind of
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guideline in terms of size and scale, since
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I don’t have drawings for this
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project, I will do it by eye
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using this mannequin, just
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roughly estimating how much this
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room could be and everything like that,
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I will separately download them to my PDF and
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put them here on the computer so that I
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always have it before my eyes. I also
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advise you to use break or
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some other program if you
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have a second monitor, it’s generally great
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and go directly to the blender
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here I imported that mannequin. the
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fabo sketch that I downloaded here is simply imported
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through from the koolada format, the link will be
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a description, you can also export and
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import
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here, but be sure to check that
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the scale is in real units so that you
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carry a model or some kind of tiny
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kitchen here I have it, I set the
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dimensions for it z axis that is, if you take a
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cube and check, then this is just a cube of 2
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meters and here we have a meter eighty
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approximately, that’s enough for me and
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now I can start. Before that, I’ll
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immediately take the mannequin into a separate
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collection, I’ll just copy the name here
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and move it to a new collection just
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so that it doesn’t get in the way from the very beginning, always
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try to keep order in the project,
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otherwise later when there are masses of files of masses of
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incomprehensible signed objects, it
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will be more difficult for you to figure out what and
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how you did there; it’s also worth googling,
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looking for the main points and some
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drawings of the premises as usual
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the height of the room and what kind of kitchen
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set or any other furniture
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you are working from what
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size it is so that everything is believable and
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everything looks realistic it is necessary that
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everything be of real sizes so don’t
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jump on Google it will take a couple of
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minutes but then you will definitely have everything in terms of
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size, then it will be just ordinary
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modeling, not even modeling, but
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the use of basic primitives. I’ll
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start with a cube and immediately put it on it. origin is
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in the bottom so I can move it
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here, it is the floor level and I have
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hotkeys for the origin point through the
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addon max wisturs or interactive Toulouse
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and there is kyk origin I would put it on the
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hotkey so don’t be surprised
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if you don’t have a hotkey
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the same as mine, and then I need to
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change the size of the height of the room, for now I
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can approximately set it to 2 and
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6 meters, but here in my blender the
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units of measurement are meter and I, in principle,
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will leave it like that from now on, just so that you
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understand the principle itself and the advantage is that
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if they are, what kind of drawings are there, there are no
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plans for
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the premises, this does not mean that everything is
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lost, you
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can always take, for example, such a
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mannequin and
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approximately start relative to it,
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orienting yourself to set and throw in
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some dimensions, since we have
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blocking, super accuracy is not particularly important to us, but
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we just take the dimensions of the
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kitchen furniture that is
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usually used, for example here I
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’ll take the average value along the z axis of
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85 centimeters, this means
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approximately these are the dimensions of the
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kitchen itself in height, in principle it
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looks like I can do 09 well here, in
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principle, it doesn’t matter
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then when we set this part to zero,
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let's see, we usually have this
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thing 60 centimeters wide and I will
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now also adjust it in this country so that
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it is 06, so
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I already have the side side
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and I know for sure that it goes like this
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then I can move it all
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here, I’ll turn on snapping to
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points
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when I can set it here,
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snap to the corner of the room and see
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how Adam mean is snapped to the top
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point here, I can see and compare, here
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I have a door, here I have a
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mannequin and how is this everything
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fits together here, that is, how much
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indentation do I need,
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what kind of indentation do I need and Tver, I can also
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take a cube, for example, imagine that the door
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there is two meters plus or minus, I mean and in
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width it can be for example 07 08 and
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here there
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will definitely be people who
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they know exactly the correct dimensions of the door to do
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this as it is convenient for you and what dimensions will
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suit your scene so then I can
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approximately look at this
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distance,
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taking into account that there will be only one nickname
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or whatever they
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call it,
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so
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this is the distance approximately according to
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my eye I already have it, I can make it
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a little larger with an indentation and then I see
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that I have this wall almost
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right next to me,
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I
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won’t rush to reduce this
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size yet so that
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to some extent I can do my project and
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can allow myself some freedom and It
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seems to me that if a mannequin stands
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here and, in principle, somehow
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fits so that two people can squeeze
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through, if I make it a
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little bit wider, nothing terrible
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will happen, but
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we try to convey the main points and some distinctive features,
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then we can look here
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count we have
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these cabinets by which we can understand
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the extent and approximate length of
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the kitchen so I see that there is one
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cabinet here 2
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then comes about some 3 stove 4 and
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then when it is not visible here I can
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continue reading from here answer and
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stove 4 here 5 6 7 and
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so I calculated how many of
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these cabinet cubes I need here, I
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can also write 0 6
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m for now I’m trying to go from some
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accepted sizes because with a greater
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degree of probability then I’ll get into
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what I need and then I can
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copy this cabinet here,
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or if I copy it manually like this
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for a long time, we use the ray modifier
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and
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just along the axial I will have
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a direction of -1 and
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then as many as I counted six seven
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seven pieces and this is the length of the
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entire kitchen then I I’ll take the
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plane of the cube of this room and
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grow mine here,
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it turns out approximately like this, they wo
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n’t be close together, yes, it’s
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adjacent here, there’s some kind of gap, it’s unlikely that it’s
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always exactly the same,
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everything fits exactly,
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so I can do all this stretch it a little like
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this and then I like
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to keep the scene aligned relative to the center,
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I’ll move it something like this so
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that this initial center of
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coordinates is in the center of
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the scene itself, sometimes this helps to avoid
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some strange glitches or ogs, well, in general,
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if possible we try to stay closer
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to the center, then
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this thing, I see that it is
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the height of the entire room, I can
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apply this modifier,
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then go to select this part
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by pressing l and this one, then on the live dog
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jump selection,
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then I can them
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since both of them disconnected it,
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throw it out in height like this and start
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looking, and if this is
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the box that’s bothering me, I can go to vi por display
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and put the display here with in this
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way I’ll just have the dimensions of the
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room and it will be much easier for me
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to see what’s going on here and with
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perspective distortion we see that
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this part of
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this bedside table or whatever the cabinet is,
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it’s somewhere right here at the level of the door, which
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means I can lower it like this somewhere
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here so that it
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also fits together and then
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do duplicate strictly along the z axis, raise
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and lower these points lower so
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I already have a sketch of this part and
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then you can look and according to the drawings there
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is an indentation of approximately 60 centimeters,
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which means I can duplicate this now too like
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this,
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snap up here ok and this one from the bottom
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part, delete the modifier in this
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case, I don’t have anyone anymore, I’ll just delete
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all these parts since they weren’t needed
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. how will I delete everything and here
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along the z axis I will put these dimensions 06
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so then let’s look at our reference and
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estimate how truly plausible it is,
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here it is our distance 0 6 and
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these lockers should start from here,
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so I’ll copy this and link the z axes
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like this, I can move everything
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here if it makes it easier to
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perceive what we have here, as it were, but
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this emptiness is
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then let’s see how much we need to do
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somewhere, if you take half, maybe
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it will be 30 centimeters along the x axis, I
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’ll write the icons here 03
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maybe they are wider
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at your discretion,
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the main thing is to understand the very principle of how we
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make a sketch and how we try to understand and
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this hybrid and
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space here feels like this
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cabinet is much thicker,
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which means I can pull it out like this and
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put it on here, I see this I’m
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basically satisfied with the distance,
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then you
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can lower the box and look at it from
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about this angle too. It looks like it in
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my opinion, it looks like it means I can do this
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further and start moving it lower
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in height, see how
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high these cabinets can be, this is 70
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but here we don’t have this old one,
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something incomprehensible, we have a little
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more interesting over time, and then I see
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that this is the distance, it is
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approximately similar in height, this
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and this,
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I’ll make a copy depending on alt m like this, let’s
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lift it here and
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look how much does it all fit,
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how much does this size in height
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we now have 0 6, you can try to
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make it a little smaller like this,
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lower it
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somewhere to this distance and
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now, but this cube didn’t
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move anywhere, so I’ll take the
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rey modifier and use
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it
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I’ll make a copy along the z axis so it will always be
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attached, I turned on the grid display and
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now look if I
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move this along the z axis, this thing will
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move at the same time, this is exactly
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what I need and
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the height of the ceiling here is almost the ceiling goes
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and so I can also
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adjust some distance
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that I like and then
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look at this part
00:15:19
here, it joins here
00:15:21
about this, you need to
00:15:24
either lower it or raise it
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like this and then from here it goes on
00:15:33
equal in height to this, let’s let it go like
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this
00:15:40
we figured it out well, then we need to clarify that
00:15:44
this is this part,
00:15:48
we had it somewhere here by the door and
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here either
00:15:53
the door
00:15:56
should be higher, but I understand that the
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doors are unlikely to be two and a
00:16:01
half high, plus I have this
00:16:04
as a guideline, this is
00:16:06
the distance
00:16:08
from here, I can conclude that I have
00:16:11
the opportunity to lower this whole part
00:16:15
back to who I was, and
00:16:20
so in the process you think,
00:16:23
look at what
00:16:26
options there may be, I can raise the door
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to make it, for example in height
00:16:33
a little higher somewhere I have it
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hanging there along the z axis it may be dead
00:16:42
and one I think this is permissible
00:16:48
then further this will go down to
00:16:54
if we don’t hit one hundred percent here we have all
00:16:58
these
00:16:59
dimensions it will be some
00:17:02
discrepancy I I think nothing bad
00:17:05
will happen, but
00:17:10
if you look at it like this, it clearly does
00:17:15
n’t
00:17:16
mean much, I can either lower it down here,
00:17:19
but I don’t want to lower it down too much,
00:17:26
something like this, this is
00:17:31
this, this distance already seems small to me
00:17:34
before this it looked
00:17:36
somehow more plausible then I will
00:17:38
just
00:17:40
increase the height here and this
00:17:43
discrepancy is that I won’t have a direct
00:17:45
similarity to the door here, I won’t
00:17:47
care
00:17:50
then we take these things
00:17:56
raised approximately like this due to the
00:18:01
fact that I don’t in the oriflame mode,
00:18:04
I raised it, I raised it only on one side and
00:18:06
then for these two items
00:18:10
it can be a little boring, but
00:18:12
the main thing is that you understand the principle of
00:18:15
how it’s all displayed,
00:18:18
and then you can use it
00:18:21
anywhere, and so you can do it in any room.
00:18:23
try to recreate
00:18:26
it again, and these in my locker
00:18:29
go further here, that is, I can
00:18:32
use another modifier rey
00:18:35
it and by force -1 like this here z0
00:18:43
stop and I got a little confused and the
00:18:47
wrong modifiers started touching
00:18:53
here with my
00:18:55
own you need
00:18:58
10 like this and then I have 6 pieces, well,
00:19:03
more precisely, these 4 pieces, and it
00:19:06
goes over here to some
00:19:09
element like this, just somewhere here
00:19:14
it ends, so
00:19:15
I have a sketch of this
00:19:18
main kitchen, then I look at
00:19:20
the size of the window, this is also maybe I’ll
00:19:25
move some kind of cube here and we’ll see
00:19:29
how it is here and they’re joined here, there’s
00:19:33
some kind of column,
00:19:35
let’s do the same in size
00:19:38
maybe 03 something like this
00:19:42
and in height I’ll stretch it out from
00:19:47
you so that’s already there will also be some
00:19:50
additional characteristic element,
00:19:53
and from here I can look at the
00:19:56
dimensions of the kitchen in the picture, how much do I
00:20:00
need for
00:20:01
the window,
00:20:05
so I see that it starts almost
00:20:08
immediately near the wall,
00:20:12
make it smaller
00:20:17
with it further with the top,
00:20:21
I’ll raise it here, it goes a little higher
00:20:24
than the
00:20:26
kitchen countertop workers, this area is the
00:20:29
surface
00:20:31
so when I can raise something like this,
00:20:37
make this indentation from the wall a little more and
00:20:39
we see that it goes almost to the ceiling, a
00:20:45
small indentation
00:20:47
like this and
00:20:50
it doesn’t
00:20:53
go up as much as the cabinets themselves, so
00:20:57
it’s possible lower it a little lower
00:21:00
and see how
00:21:05
plausible it is, then I see that
00:21:09
it is more elongated and you here have a
00:21:11
different distance, it is equal to
00:21:13
approximately this glass,
00:21:16
if I divide it in half here and
00:21:20
then
00:21:22
along the x axis it will be
00:21:26
moved here,
00:21:31
so let’s look here
00:21:34
another glass rushed in,
00:21:38
maybe something like this,
00:21:44
this window is starting to emerge in my mind, and then
00:21:47
there is already some basic sketch of
00:21:51
this room, it
00:21:55
looks approximately like this, then
00:21:59
there is a table and chairs, I don’t have to do it
00:22:02
completely yet, all these moments
00:22:06
are just
00:22:08
throw it on schematically,
00:22:11
I see that they are smaller than that, you can also
00:22:15
google the height of the dining table and here
00:22:18
they are approximately 075 08
00:22:23
I see in myself that it is
00:22:26
much lower than this surface,
00:22:29
which means I made 075
00:22:32
I will then put it somewhere here
00:22:35
so move these points here just
00:22:39
look at what this is this tabletop is a little
00:22:42
bit wider than this column, the
00:22:45
column was also done by eye, but I can
00:22:48
imagine that it might look like this
00:22:53
and then so that it doesn’t take up so much
00:22:56
space and doesn’t seem so massive, it doesn’t
00:22:59
end up with five, I’m getting in the way like this, that’s the size before and
00:23:03
which could be this
00:23:05
mannequin itself, you can also move it like this
00:23:08
approximately, substitute it, see
00:23:10
how it all fits together, similar in
00:23:13
principle, but everything can be good,
00:23:15
it suits me, I’ll make the size of the table
00:23:19
a little larger like this and in
00:23:23
this way we did the main
00:23:27
blocking, sketched out some basic
00:23:30
characteristic features elements for this
00:23:33
kitchen and then in the next video we
00:23:36
will be able to start modeling some
00:23:38
individual parts and continue to work on
00:23:41
detailing so that it all becomes a
00:23:43
full-fledged project, do not forget
00:23:45
to save so that this project is not
00:23:48
lost anywhere, you should also
00:23:50
do it now, be sure to subscribe to the channel
00:23:51
write some comments,
00:23:53
as your activity motivates me to
00:23:55
create new videos, if you have any
00:23:57
questions, don’t hesitate to ask, as far as
00:23:59
possible, I try to read and respond
00:24:00
to your comments and see you for the
00:24:02
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Из этой серии видео уроков, ты узнаешь как с 0 сделать проект архитектурной визуализации кухни в Unreal Engine и Blender. Ссылки: Манекен - https://sketchfab.com/3d-models/ue4-retextured-mannequin-2b7c6f4109fa4f84919bd30c367c663b Проект - https://www.homify.fr/projets/449971/renovation-d-un-appartement-lumineux-a-vincennes 😎Актуальные новости и продукты - https://vk.com/kozhar3d Поддержать канал деньгами - https://www.patreon.com/denis_kozhar Инструкция по регистрации - https://www.youtube.com/watch?v=9lCPLZY85ek 1. Курсы и продукты в записи - https://vk.com/market-93368814 2. Работы моих учеников - https://vk.cc/7hqJn1 3. Предложения для видео уроков писать сюда - https://vk.cc/7hqIYr 4. Статьи, новости, подарки тут - https://vk.com/kozhar3d 5. Канал в Telegram - https://t.me/archviz3d 6. Страница FaceBook - https://www.facebook.com/unsupportedbrowser 7. Behance - https://www.behance.net/kozhartist 8. Artstation - https://kozhartist.artstation.com/ 9. Instagram - @kozhartist - https://www.facebook.com/unsupportedbrowser Подписывайся на канал, рассказываю секреты и фишки архитектурной визуализации. Уроки по Сorona Renderer, Unreal Engine 4, Substance Painter, Allegorithmic Substance Designer, Adobe Photoshop, Quixel Megascans, Blender, ZBrush

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