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This is the part where I will start

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Modeling some assets modeling and texturing them, but I can't stress enough how important it is

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to

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Kind of nail your composition and layout first because I don't want to figure out

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The composition the layout and the models at the same time because I will get overwhelmed

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So before what I'm saying before proceeding to creating assets first

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I want to have somewhat figured out my composition.

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So with this one, I already have my character in first.

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I will have those leading clients.

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And then I'm thinking about this element,

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because I want for this foreground element to not

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only to just stand heavy in the foreground,

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and I want to use it as a compositional tool as well.

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So I'm thinking that maybe the walls,

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because they're curved already,

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Maybe they can be curved like so as well

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vertically, right like so so

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compositional rules first then the layout with just cubes

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So I will still end up like moving a lot of the pieces and I bet a lot will change but already

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this environment gives me at the sense of scale of

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of space, of distance between objects,

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it gives me a lot of information.

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On the other hand, what I won't do,

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and I use to do it a lot,

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I won't start like creating assets on an empty space.

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And then, I don't know, I will spend a couple of hours,

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for example, like modeling one model,

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and then I will only have like one model

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and no sense of where I am at,

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or as in what's the environment,

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what's the scale of the environment, right?

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So I need that layout

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For for for the job to do I need this layout will make my life easier

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So what I will try and do next is I'll try to figure out

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How many assets do I need to create and what kind of assets I need to create?

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so

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What I will often do is use the

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Cutting tool which is I think it's called like Snip Snip Snip it tool in in Windows

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Just grab the screen grab and just scribble over it

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And I will do it like every hour or so when I want to tweak the composition where I want to move the elements

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I will just like pause for a second

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I will try to turn off my 3d brain and then just like scribble over an image if I want to make some changes

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but I will talk about it later on so

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What do I need for the shot to work? I need the ground plane, so this will be like my one asset.

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Now I will also need my walls, my canal walls, but I think what I will do is I will just like texture this piece for example, model and texture this piece, and then I will use simple deform on duplicate.

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And the thing with Simple Deform is that it doesn't affect or change your original mesh.

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What I mean by that is if I have a bunch of duplicates, like this one, and if I start

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editing this mesh, it will edit the original one.

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But because Simple Deform is a modifier, if I duplicate this mesh and I will change the

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value of this modifier, it doesn't affect the original one.

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Which means I can just come up with one piece of wall

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and then just use duplicated LD

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and just use simple deform

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to create like variation of the same mesh.

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So I will use this technique a lot,

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but back to the assets I need to create.

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So I need my ground, I need my canal walls.

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I'm thinking about like one asset that could be standing in here, but it will be like most likely a variation of this one

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But still I'm gonna call it number three and then what I need what I need what I need

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Will be a bunch of walkways

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Going into the distance like maybe and I want them receding visibly receding into the distance

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So one in here one in there and one over there instead of this also what I will want to add is

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is a scan that I've made some time ago, a scan, a model of an old factory that I will

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place over there in background.

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Now the reason why I wanted to add it is it will act as a placeholder for now.

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And I really want to focus on this like modeling, texturing phase.

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And I want to be done with texturing within, let's say, the next hour or so.

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so

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What I want to avoid so the reason why I want to place the asset and

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Is I want to avoid being in a place where I would just like texture some of the things and then I will go into

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Preview mode and then there will be like a bunch of white boxes in the background. So it will be extremely

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Distracting so when I press press the render button from the camera, I already want to have

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majority of things texture even

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Like the textures can be even placeholder II. I really want to move from the

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Block out white boxes block out face as soon as I can right and I'm not even like as for now

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I'm still not like toggling

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rendering stuff out or going into preview mode because um

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Because I know my lighting information is correct

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I don't want to focus on it right now because if I start focusing on

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Creating the models and having quite boxes and then trying to figure out the lighting at the same time

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Like, I will get overwhelmed, so I want to avoid it.

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So now, I will start to think, all right,

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how do I want to texture those things

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or where I can add scans?

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So I know this will be a scan, all right.

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This will be texture from textures.com.

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Textures.com.

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So, I won't be using textures from Quixel

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to texture a lot of the things.

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In fact, I would be like 95% of the time relying on texture

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from textures.com.

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And the reason is that the Quixel assets, they are great.

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But also, they are game-ready and optimized.

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And they're meant to be like 2 by 2 tile-able textures, right?

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Which means they can sometimes look quite boring for what

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we need as concept artists.

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While if you go and start scrolling like the textures from textures come they're like just juicy huge chunks of

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textured of photos of walls

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But I will talk about textures coming a second because first what I want to do

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If I want to figure out the ground and usually it would it wouldn't be the first thing that I will do

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But for the sake of this video, I will use I will create the ground using quick serve

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Mixer, so this is the only place the ground I will use

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assets from Quixel.

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And the reason is I want for my ground to be extremely juicy.

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And I want to just create this huge plane.

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And the way I want it to feel like or to look like is

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basically something similar to this or this, right?

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And to me, just having a mud mixed with some watery

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elements and the way it transitions into the water.

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And then we get to see some different type of specularity

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or roughness along this path.

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So for example, this surface is doing something different.

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And this surface is slightly more specular than, for

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example, this dry surface.

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And it's super noticeable.

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So I really want to imitate that.

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And a lot of the times, I will just spend up,

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spend like, I don't know,

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some time looking at the reference

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to try and like get an understanding

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on what exactly I will want to do, right?

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Like, this is also cool how the mud

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is like creeping up on this wall.

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And about like Quixel textures

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and textures from textures.com.

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So it's super hard to do this with Quixel.

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So you can start using mask tools in Blender,

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import a bunch of textures, start figuring out,

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all right, there's this shader that's doing this on z-axis.

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And then I will use the pearly noise or whatever

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to mix a bunch of textures.

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And then I will use another setup of shaders

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with z-axis coming from the bottom,

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or some edge and wear add-on to imitate it.

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So it takes a lot of time to set it up.

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Maybe not a lot of time,

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but there's so many different things

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that we want to texture, that I don't want to spend my time

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in figuring out the shader's note at all.

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Because I know if I will get caught up in here,

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I will get caught up in here.

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And my brain will switch from iterating,

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moving the pieces around, pushing the compositions

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into like, all right.

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And this goes in here, and this I need to plug it in.

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It's like, jeez, jeez, jeez, jeez.

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I want to avoid that.

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So I want to keep it as simple as I can,

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with the exception of the ground.

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Because the ground is, I will just, I will spend some time creating the material and

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it's just because it's such a huge chunk of this image and I'm thinking that it would

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be cool to have like this S leading line leading us to the character, right?

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And then there should be like a bunch of different things happening with the ground.

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So this is the only asset when it comes to ground.

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It will be the only asset that I will spend some time creating.

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I mean get more involved with it and then

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Maybe use some like slide displacement from from

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With with with modifiers. I don't want to use this placement from the shaders

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Because they won't be visible in a solid mode, right? There will be they will only pop up

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in rendered view in rendered view

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so and

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For the other things for like everything else

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I won't be using any displacement at all because displacement maps

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Displacements are super heavy displacements as I said, like I think I said mentioned in previous videos

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Like it's totally fine to use a couple of displacements where we are doing like a smaller

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Smaller scale scene or like doing an interior shot and sometimes using them is the only way to like get the juice

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but when it comes to

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To do these kind of shots where there will be like a lot of the elements in the end

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I don't want to use it. So in this case, I want for my walls or like a lot of the assets

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I want to keep them low poly

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And I will want to use just one photo with a lot of juice as a texture and I want to keep this one photo

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under 10 megabytes and I won't be plugging like any normal maps or

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displacement maps or any other maps because I

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And I feel like I don't need them in case of this environment or those types of environments.

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Now sometimes someone will comment that my scenes are running fast because I have a strong

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GPU.

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I'm using 4090.

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And yeah, for sure.

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But also they're running fast because I'm keeping my scene optimized.

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So for example, this wall, I'm pretty sure I will keep it under like 5,000 vertices.

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So I'll always look looking over here, right? It's a huge asset. It will be under like 5,000 vertices

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I hope maybe under 10 10,000 and then I will just reuse this asset a lot and just rotate it and

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Use simply deform, right?

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I won't be control C control V it I will be out the duplicating it right? Oh

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And just to clarify because I've talked about

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using pixel textures, so

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So, I will be creating with Quixel Mixer the ground plane because I want for it to be huge

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and I will spend considerable amount of time, like 10 minutes, into just texturing, right?

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And I will use some displacement maps.

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And you can do similar thing or stuff that might look even better in Mixer as well.

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So you just have to like mix a bunch of assets in Mixer, you don't have to mix them in Blender.

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But the thing is, I don't want to spend like, I don't know, like 10 minutes creating a shader

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using Mixer.

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I just want to find a nice photo that will have everything happening in it already, right?

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So I will start with the ground plane.

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And the only reason I'm starting with it is because I'll be using Mixer once in this video.

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And then I will like switch into using textures from textures.com.

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so

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to

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Quixel mixer. I think you can download the

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loot download it done load it from for free from from mixer fight

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from crystal fight, sorry, so

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So what I want to do is start mixing a bunch of different materials so I have like a bunch
