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Okay.
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Right.
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So let's actually get on with doing this
rather than just me talking about it.
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So the first step is we actually want to
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add our dieline into our 3D blender model.
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So again
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you've got the ability
to download this model
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if you want to play around
with this in future
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or if you even just want to play with it
in blender, you don't need,
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any Infigo license
to play around with the model in blender.
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So what I want to do, first of all,
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is to actually import
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our 2D model into this blender model.
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So to do this,
I'm just going to go down to
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our UV image editor.
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And I'm going to open our relevant model.
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So there we go.
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I've got my 2D guideline.
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Now this will form the
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basis of our texturing of the 3D model.
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So our aim in later
steps is going to be, as we've mentioned,
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to dictate
which particular areas of that 2D model
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are associated with faces
or elements on the 3D model.
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The next step here is to actually define
the material.
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Now, the material was a kind
of alluded to earlier on,
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is something that's actually going to skin
that 3D model that we're making.
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So you'll see if I come over
to the right hand side
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and click on materials,
which is this one here.
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I can add the new material.
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And you see that instantly
that's changed the color of the 3D model
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because it's assigns
the basic core material that we've made to
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that particular 3D model.
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The next thing we
have to do is to actually tell the system
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that we want to use this 2D model
as the skin for this 3D model.
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To do this,
I'm just going to go to our node editor.
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Now. Again,
I'm just keeping this super simple.
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So it's not kind of I guess
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a button clicking guide.
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It's just sort of a general process
overview.
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And what we're doing is
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we are adding a new section into here,
which is
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let's find it.
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So it's image texture.
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We can link this to our section here,
which is part of the material.
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So I can link those colors together.
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And then this part of this image texture
I can choose
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one of those images
that I've already uploaded.
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In this case it was my die line.
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So I click on there
and you can see that in my case
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it's automatically done, that it's
automatically taking that die line and
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started trying to wrap it around
a 3D model.
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However, at the moment
it's complete nonsense, which is fine
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at this stage.
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Okay, so I'm just checking my notes.
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Right.
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So if you do end up trying this yourself,
it might not always be that that happens
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straight away.
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You actually need to perform.
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I think it's called a UV mapping
to actually take those elements
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from the 3D model
onto our actual 2D template.
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So I'm just going to go back to our
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UV image editor.
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And then on the 3D model
I can click on tab
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to get to editor mode.
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A to select the whole thing.
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And you can see in my case
that it's actually done this already.
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However, if we haven't done it right
and there's a lot of tutorials
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for blender on the internet, by the way,
if you need to do this later on.
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But I can hit the UK
that does my UV mapping.
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And then in this case
I've gone for smart UV mapping.
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And what that does is
it just takes all of the elements
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and just throws them as different islands.
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So different sort of element groups
onto our 2D model.
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And at the moment it's just one big mess.