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back face culling
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face orientation
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if we turn off back culling again
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shift + N to ricalculate normals
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separate faces with P
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each face is now a new object
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in the shading we change from image editor to uv editor
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drag the texture into the shader editor
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If the texture looks stretched then it might be rotated in the wrong angle
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If we haven’t got a UV map we can create a new one
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in edit mode press U
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Before doing that we need to scale the model to 1, we press Control + A
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Make the door of the corridor
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If I select clipping and try to move one of the halves they wont be able to separate
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Separate the front face of the door because we will be using it later on
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I delete the other two
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that’s how the door frame should look like
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We now need to fill the gaps, select the edges and create a face F
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move the door frame a bit back
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We need to apply the mirror modifier to the material
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Marking Seems with objects having mirror modifier applied
When we will apply the texture to this object there could be a seem showing on the top frame
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Unwrapping is a confusing mess so we need to re-unwrap it (to view the door frame only select / on the numpad)
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We get a warning when we try to U- unwrap
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the unwrap is a big mess once again
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Apply scale with Control + A
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Blender is squashing the mesh because we have not specified a seem
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We need to separate the object into islands, seems
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It’s not going to work well due to this face at the bottom
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but we don’t see this face so we can delete it
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This is the top corner of the door frame
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To see what part this is in the 3D model we have to select the icon below
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select the edge loop in the figure
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Still there is a problem with this area which is a bit squashed
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We add two more seems to the top cube
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Now we have very uniform faces
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I can select the individual islands
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grab and move them
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Sbdivision surface modifier
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two options
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Loop cut
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Supporting loop
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Added mirror modifier as well deleting half of the entire object
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We can also change the order the modifier are applied
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delete the four top faces
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Emission shaders
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change colour emission to white
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If we put the emissions up then we will start to see the lights in the corridor
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Emission shader in Blender 2.8
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Generate texture with texture coords
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Add a door handle
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We can also round this handle slightly
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We can add some supporting loops
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Blend option
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