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