Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview [Autogenerated] in this lesson, we're gonna take a look at the process of creating and managing your exercise projects using the project manager. All right, so for new users, the first time you open up excess, I One of the first things you're gonna want to do is set up some sort of a project. All right, now, that could be done by going up to the file menu and take a look inside the project manager. All right, So once you open that up, you'll be greeted with this window. And from there we can actually define either some sort of an existing project if we have some set up or we could make our own brand new project. So let's go to new project. And from here, you're gonna pump up this window where it is going to let you either define a location for where this project is gonna reside. You could do one of two things. You could either manually type in some some sort of location, so you could type in any kind of a directory on a local hard drive and kind of a map to drive. Or you could also browse to that location by just clicking on the browse button. So once we have a location to find, then we could define a project name. So in our case, we can call this something like Artist Guide Project. All right. And once we're done with that, go ahead in his quick okay, And you can see now this artist guide project has been added into my project listing, so I can quickly jump back and forth between any my project. So here's the default Exercise Samples project, where we have a lot of scene files that already come preloaded with an excess. I or we could jump back to our artist guide project. So in our case, if we want to make a new scene within this artist guide school didn't select that and go to new scene. All right, now, why is the process of creating this project's That's an important first step? If I navigate to my directory that I just created this on my C drive this artist guide project, you can see that excess I will automatically go ahead and create the whole directory of folders. So, for example, you can see that we have a scene's folder so any scenes that I save while this particular project is active are gonna be saved into this directory. Any textures that those scenes use will, for example, by default be looked for in those pictures Directory likewise. And if I were to render out any sort of images, those will be placed inside the render pictures directory of my current project. Right? So the process of making a project is gonna be very, very important for keeping your scenes nice and organized and in fact, by default excess, I will insist that you create some sort of a project. Otherwise access. I won't know where to start saving your assets. All right now, one thing that we can also do if you don't necessarily want to go through the process of using the project manager to jump between different projects, we can also do this in a much simpler way. So once you build a project, we can very quickly jump back and forth between those. If we were to go to either the open or the save dialog boxes you'll see right now with her toe load or save a scene, the first place is gonna ask us to save it is in the currently active project. In our case, it's this artist guide project that we just made. But if we go over to the peds button, we can also very quickly jump between different projects from here as well. So, for example, if I were to load a scene from the exercise samples project, there we go now. I have all of those scenes right in front of me. All right, so that's a very quick and easy way to be able to jump between these different projects that we make and just a very quick overview of the importance of making a project to begin with using the project manager.