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Okay, so let's go ahead and continue.
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So we are going to first off its off.
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Fix our you've he's over here.
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And yes, we left off with like making this smaller.
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So it's fine.
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So I want to fix my UVS.
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And then what I want to do is I just want to go ahead and I want to of
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course, give it like a little bit of like a normal map information so
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that it does not look flat but it actually has some bump.
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Now.
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I think what is happening with our UV is because
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We are over here, trying to have a UV on, like this or Square texture
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on 18 UV.
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And I think also my, you've each flip.
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So let's just go ahead and have a look.
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So if we have over here this piece.
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Yeah, he actually I can see why they waited to this flipped because
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you can see that the segment's going horizontal and here they go
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vertical.
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So let's just select our map over here.
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I'm going to go ahead and I'm going to set my Pivot Point to tutor or
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a sorry rotated 90° that it is flipped.
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And now I need to make a decision.
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I think what I'm going to do is I'm going to just change our texture,
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a little bit for this specific one because we need to do this anyway
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because of we are going to go into substance.
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Designer.
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So first of all, let's go ahead and just export this.
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I've eaten punch over here.
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Okay.
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So at least that is now flipped in the right direction and we can go
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to a meshes.
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Bunch and just reload.
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Okay, of course, this would not do much right now, but let's just go
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ahead and open up Photoshop.
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Here we go.
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And let's go ahead and let's create a texture.
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That has a height of, this needs to be only the lights to 2010 24.
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That's even like a lot probably, actually, 512 should be better.
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And a width of like, very low.
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So, maybe like 64 or something like that.
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Let's see, that's still.
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Not enough.
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So we need want to go, probably 1024 by 64, so that it's even Tina.
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There we go.
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So that should do the trick.
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Now, what I'm going to do is we have over here, our MS bar.
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Look, I'm just going to go out and I'm going to drag in all three of
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them in here.
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Hopefully, it doesn't need to be tolerable anymore for these specific
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pieces.
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So I'm going to select all three of them.
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Just all three layers over here.
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I'm going to go to my transform or rectangular Marquee tool, right?
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Click and do a free transform and then I'm just going to go ahead and
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scale this up and we only need to go ahead and make the tops and the
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bottoms ten title.
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But to be very honest, you will never actually be able to even see it
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if you are a little bit off.
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And now that we've done that, we can just go ahead and we can save
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this basically, so I'm going to go file and do a save, it save a copy.
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And let's make a new folder that will call Ivy underscore bark.
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And in this fall, I'm just going to save this as a, I always like to
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use darker files.
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So, TJ files and I'm going to do IV unscoped bark on the score.
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Base color.
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Save up and then we go for the non Maps over here file, save a copy.
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Once again, TJ Ivy park on the score.
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Normal over here.
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And finally, we can do last one, save a copy Saga.
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Ivy underscore bark underscore roughness.
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Okay.
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So those are not also done.
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Now, what we are going to do is we're going to first of all, make sure
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that it looks good inside of Speed 3, and then we are going to add our
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Norm map information.
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So, let's go into our bark here in Speed 3.
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And I'm going to go ahead and just simply read wagon.
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Our base color that we just saved our normal.
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Come on normal and our roughness over here.
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Like that's okay.
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So that's now already looking like a little bit better.
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And I think what I need to do is I just need to set my stretching up.
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So let's go into Maya.
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Let's go back into a UV toolkit.
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And basically the way that you want to do.
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This is you want to select all of the faces in your UV tool kit.
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That's go to the transform and just push it down at the bottom.
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And then you want to go ahead and in your scale.
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You want to make sure that only the V is activated that you only scale
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vertically.
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And
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with the scaling of to, we can go ahead and we can press scale so that
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we have exactly two over here.
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If you want, you can also scale and then you snapping, but this is
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often easy way to do it and I think we need to probably do it like
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three times.
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So let's try this.
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Let's export and see how this actually looks.
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So we export this.
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We go over here.
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Meshes and we just reload.
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There we go.
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See.
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So now we are already have like, a proper looking UV so that fixes
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that now, the last thing that will really improve this, a lot is that
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we need to go ahead and we need to fairly quickly open up substance
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designer for this.
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Here we go.
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And this is going to be super quick and super simple.
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So all we need to do is create a very quick new substance graph over
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here.
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We can just set to empty and we simply want to call this IV bark on
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the score, normal on the score around, or actually to Bunch over here.
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And we want to set our sizes.
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Once again, to what was it said?
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Let me just quickly check.
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We had 64.
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Bye.
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120 1024 and it's pause.
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Okay.
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Am I doing it in the right direction?
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We can, by the way, close our library of here.
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So now that we have this one, what I'm going to do is I'm just going
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to import my Norm map over here.
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So let's just press import resources so that we actually have
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something.
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There we go.
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Perfect.
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So we now have a normal map imported in here and all that we are going
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to do is we are going to basically give it like a we nice around bump.
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And the way that we want to do that is we want to go ahead and press
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space when you have your node selected over here and then you
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basically get all of the notes that you can also find in here and type
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in normal and
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Up the normal combine over here.
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So we are going to combine two Norm Maps, the based on map and we want
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to go at it.
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We want to combine this along with a custom map and discussion on map
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is basically going to be in our patrons.
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A gradients linear thing.
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Created linear to should do the trick over here.
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You want to go ahead in with the click on it?
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And then if you just quickly scroll down here to the instance
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parameters, set the rotation to 90 degrees.
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And now you can see that.
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We have a really nice around gradient.
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Then if we press space again and out a normal notes, so you can just
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press enter.
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What does what this form will do is if we set this to opengl and the
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intensity to like 10, for example, oh, looks like even more dirty, you
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can see that it starts to become around maybe even more, maybe even
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50.
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So we want to give it like a really strong around normal and then
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simply click and drag this into your normal combined.
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And then what you can see is that now it will just include this
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accountants.
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Next is exporting.
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So we basically go ahead and first of all, let's go in here, right,
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click and save as our scene and we are going to save it in the IV bark
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folder and just press save.
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And then what you want to do is you need to have an output so that you
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can actually export this.
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So if you press space arts and output over here just by typing in
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output and maybe if you want you can go down here, pass a little art
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item sign in the usage and set this one to be normal.
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Then it will automatically make sure that all of your color spaces and
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everything are correct.
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Now we get save our scene click below of this package so that we can
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right-click a export outputs to bitmap and we simply want to set this
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to be a darker and then when you press export, it will automatically
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export in the same folder.
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So now you can see IV bark normal, Branch output dot ggas.
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That's the one that we want.
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Can I go in here?
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Aren't these two unknown map and now you can see that we have like
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this bump.
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And now it is up to you to, for example, the sides.
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Okay, maybe I want to make my bump even stronger.
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So I'm going to set this to like 100 and then I can go to export again
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and actually export it.
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And if I go to speed3,
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You should be able to, just all he tried it on, or just turn it on and
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off.
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There you go.
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So, that is now looking nice and round.
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So, from a distance, it will be hard to really notice that these are
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not actual geometry branches, but they are just very cheap playing or
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plain branches.
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So you can see that over here are actual mesh, showing only 2642 is
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now the leaves.
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They do say that they are 216,000 triangles, but this is not true.
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This is
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Because it is not taking into account the Collision.
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So the leaves itself are a lot less.
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But okay, so that's perfect.
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So leaves.
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Done.
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Punch done taxes, done.
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That's great.
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Now, what I'm going to do is I'm just going to do two more things.
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First of all, let's go into materials and your ivy leaves.
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You have over here A variation slider.
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This is quite important to add some more variation.
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If you click it up it will basically add some slight color variation,
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over here to your actual IV textures.
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So this will nice so you can push this up and then you can go ahead.
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And if you
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You can play around.
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Which your variation in here so we can make this one, for example,
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like quite dark.
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And then this one maybe you want to go at the, like, play out with the
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situation a bit over here and just give it like some very slight
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variation like this.
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So that from a distance, it will be easier to read.
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So this is still too much.
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I'm just going to
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Maybe like make this one bit darker.
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There we go.
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Now you can also set the amounts over here so you can we push it out
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if you want, but that's perfect.
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So now you can see that it is.
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You see it is subtle but it is actually quite powerful to use
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something like this.
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Okay, great.
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So we are now heading for exports.
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What we're going to do is we first need to export this to Maya because
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we want to go out and want to set the pivot point in the right
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location and just double check our work.
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And then what we can do is we can export this to in real.
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So in this chapter,
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We will go ahead and just do the exporting.
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And in the next chapter.
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We will set up our material and then you can actually preview
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everything to export this.
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Let's save our scene first and then you just want to go ahead and want
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to go to file export to game over here.
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And then if you go ahead and you can go to your source files exports
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and then we can go from underscore Speed 3.
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It's okay, the folder.
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And here we can export this.
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Now.
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There are a few different types.
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If you own, if you are using the older versions of speedtree, So Below
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9.0.
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You might have a version depending on your license that is just unity
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and unreal, which is this one.
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So that means that you can only export fire this way they did.
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Change this later on.
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If you have this, what I recommend doing is you're basically export
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this to Unreal.
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You then import it into an real.
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And in real itself, you are able to then export it again to an fbx.
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So for example, here we are in real and if you have imported a model,
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for example, the St model, you can always right, click on the model,
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go to asset actions, and Export it again.
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So it's a workaround.
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If you are not able to export directly to fbx to still export your
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model.
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Model to fbx.
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However, of course, we don't need it because we can just set this to
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fbx IV, generic 0 1 and press save and now in here.
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So for up reset.
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00:12:14,025 --> 00:12:17,325
What I like to do is I like to first of all, go to choose game preset.
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And then click on Unreal, Engine 4, and then it was already like set
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some default settings.
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00:12:22,925 --> 00:12:25,625
Now, what we are going to do is we do not want any LOD.
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So we are going to go for highest only we want to add variations.
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Remember, that's the colors.
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Lighten up, you Vis.
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If you want, you can add them, but you can also generate these Insight
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of Unreal Engine in our Atlas, you want to set this to Norman warping.
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So we do want to go ahead and create an atlas because we have these
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variations and in order to implement the feature these variations, you
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need to create a different Atlas.
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So allows separate atlases.
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That's fine.
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We don't need to separate the materials per se so we are just going to
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have everything.
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It's like one Atlas.
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Geometry.
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The scaling we can fix that inside of Maya billboard.
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We don't need Bilbo's so we have that turn off.
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So we don't care and textures we can set this to TGA because I like TJ
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the max size.
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We want to set to 2048 over here because we really don't need to go
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any higher.
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And then what we can do is we can just go ahead and we can press.
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OK and now it will start by packing out of our textures and exporting
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our geometry.
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00:13:30,325 --> 00:13:35,225
And that you should have in here a that speed three forces from
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speedtree.
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You should have over, here are your texture and you should also have
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these atlases over here.
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You can see that they look different because they change the leaves.
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And, of course, we have our normal bug atlases.
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So this is what we wanted.
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Now, if you go ahead and go to Maya,
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At this point, I can pretty much delete this.
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If I want to change this, I can simply import it.
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00:13:57,625 --> 00:14:01,625
I don't need to create an entire save file, just for one single plane.
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00:14:02,225 --> 00:14:04,025
But what I now want to do is I want to do.
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00:14:04,025 --> 00:14:09,125
I do want to go ahead and save my scene and this will become a main
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00:14:09,125 --> 00:14:09,425
scene.
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00:14:09,425 --> 00:14:12,925
I'm going to go into saves and I'm going to call this foliage on the
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00:14:12,925 --> 00:14:16,625
score set up and this scene, you guys will.
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00:14:16,725 --> 00:14:19,825
Of course, also get a little, basically contain all of our foliage.
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So we are going to go file and import.
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And now if we go to exports from speedtree, we can grab our IV.
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Genetics are one that fbx, import it and now it's yes, it's really
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00:14:35,125 --> 00:14:35,525
big.
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00:14:35,725 --> 00:14:38,325
Oh and it looks like it's a why is rotated.
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00:14:38,425 --> 00:14:40,525
I believe that you can actually set it in here.
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00:14:40,525 --> 00:14:44,525
So if you go file and Export to game, you should be able
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To set this in here.
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00:14:49,225 --> 00:14:50,525
I thought you should be.
317
00:14:50,525 --> 00:14:51,725
Oh, yeah, here flip X.
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00:14:53,325 --> 00:14:55,925
I'm not sure which one I actually need to have.
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00:14:55,925 --> 00:14:57,925
Let me just quickly do some testing, just to make sure.
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00:14:58,525 --> 00:14:58,725
Okay.
321
00:14:58,725 --> 00:15:01,925
So it looks like I cannot get these settings to work which is okay.
322
00:15:01,925 --> 00:15:02,725
So that's no problem.
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00:15:02,725 --> 00:15:07,625
So, let me just quickly do one final default, export over here, and
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00:15:07,625 --> 00:15:09,025
I'm just going to turn all of these off.
325
00:15:09,025 --> 00:15:10,025
And I'm just going to.
326
00:15:10,425 --> 00:15:10,625
Yeah.
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00:15:10,625 --> 00:15:11,225
Export.
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00:15:11,425 --> 00:15:13,525
And then we will basically fix it in my eye.
329
00:15:13,525 --> 00:15:15,125
It honestly doesn't really matter.
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00:15:15,425 --> 00:15:18,825
So let's go into Maya file import.
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We are going to import this as IV over here.
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00:15:22,625 --> 00:15:24,725
And then what you want to do is you just want to go ahead and just
333
00:15:24,725 --> 00:15:28,225
hold J because J is snap rotation in Maya.
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00:15:28,325 --> 00:15:30,525
And we are just going to basically rotate it like this.
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00:15:31,125 --> 00:15:31,425
Next.
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00:15:31,425 --> 00:15:35,725
What I'm going to do is I'm probably going to set my scale to 0.1 this
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00:15:35,725 --> 00:15:36,125
scale.
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00:15:36,125 --> 00:15:37,125
The final scale.
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00:15:37,125 --> 00:15:40,525
We need to set inside of unreal because it is really hard to have a
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00:15:40,525 --> 00:15:43,225
concept of how big IV should really be.
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00:15:45,425 --> 00:15:47,725
Terms of our front or back.
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00:15:48,225 --> 00:15:50,825
I believe that this is our front.
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00:15:50,925 --> 00:15:52,625
Let me just quickly check.
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00:15:57,425 --> 00:15:57,825
Yeah, yeah.
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00:15:57,825 --> 00:16:00,325
See this often because you can see that cluster over here.
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00:16:00,625 --> 00:16:02,025
So this basically are formed over here.
347
00:16:02,425 --> 00:16:03,425
So that's totally fine.
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00:16:03,725 --> 00:16:06,925
Now, the way that you're not real works is that it will set your pivot
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00:16:06,925 --> 00:16:10,525
point at 0 0 0, which is where our pivot point is now.
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00:16:11,625 --> 00:16:15,525
So what you want to do is you want to move this down over here and at
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00:16:15,525 --> 00:16:18,725
this point the Bitcoins will basically be in this location and maybe
352
00:16:18,725 --> 00:16:21,425
if you want you can move the little bit forward to make placement a
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00:16:21,425 --> 00:16:22,125
bit easier.
354
00:16:22,925 --> 00:16:25,525
And what I like to do is I'd then like to go in my channel box and
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00:16:25,525 --> 00:16:26,225
layer editor.
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00:16:27,225 --> 00:16:28,725
Sign a new layer, right?
357
00:16:28,725 --> 00:16:32,225
Click and insert chart select objects, or you can press this button to
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00:16:32,225 --> 00:16:33,325
add them immediately.
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00:16:33,725 --> 00:16:35,925
It's a force of habit for me to press this one.
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00:16:36,525 --> 00:16:41,125
And I'm going to just call this IV, unscored genetic underscore, 01.
361
00:16:41,725 --> 00:16:46,125
Now, I owe ya and on the score.
362
00:16:46,125 --> 00:16:51,825
Well, it's because it's even though it is a layer as long as your
363
00:16:51,825 --> 00:16:53,225
object is also called the same name.
364
00:16:53,225 --> 00:16:56,825
It will not actually allow you to name your layer to say, I don't
365
00:16:56,825 --> 00:16:57,025
know.
366
00:16:57,125 --> 00:16:57,325
Why?
367
00:16:57,325 --> 00:16:59,525
Because it seems to be two very different things.
368
00:17:00,025 --> 00:17:04,425
But basically now that we have this one already to go because our
369
00:17:04,425 --> 00:17:08,125
materials are already fine and we should not need to change anything
370
00:17:08,125 --> 00:17:09,225
specific in here.
371
00:17:09,225 --> 00:17:12,325
As far as I know if you want to change anything specific like you
372
00:17:12,325 --> 00:17:15,725
maybe want to remove some leaves or anything like that.
373
00:17:15,725 --> 00:17:17,025
You can totally do that.
374
00:17:17,225 --> 00:17:17,925
Like, who knows?
375
00:17:17,925 --> 00:17:20,525
Maybe I want to, for example, right click and go to face.
376
00:17:22,325 --> 00:17:23,925
Or actually let's go to objects.
377
00:17:24,125 --> 00:17:25,725
No, I cannot do object.
378
00:17:27,325 --> 00:17:30,125
Let's go face and just select everything.
379
00:17:30,225 --> 00:17:33,925
Let's say that I, for example, to turn off snapping and I want to like
380
00:17:33,925 --> 00:17:35,425
move this down a little bit like this.
381
00:17:35,425 --> 00:17:36,725
That it is better.
382
00:17:37,225 --> 00:17:39,825
Then you are totally welcome to do stuff like that.
383
00:17:40,425 --> 00:17:42,525
But at this point this one should not be ready.
384
00:17:42,525 --> 00:17:46,325
So I should be able to save my scene, go to file and Export selection.
385
00:17:46,925 --> 00:17:50,425
And now if I go to in real over here, so I have already made this
386
00:17:50,425 --> 00:17:50,825
folder to
387
00:17:50,925 --> 00:17:53,725
You in real, I can call this IV on the score.
388
00:17:53,725 --> 00:17:55,525
Generic underscore.
389
00:17:55,525 --> 00:17:56,325
01.
390
00:17:57,525 --> 00:18:00,025
I do like to have tying late turn on in this case.
391
00:18:00,525 --> 00:18:04,025
And as an fbx, I can simply press export selection.
392
00:18:04,725 --> 00:18:05,325
There we go.
393
00:18:05,925 --> 00:18:10,525
And now if we go ahead and we go inside of Unreal Engine in here.
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00:18:10,525 --> 00:18:12,125
What we will do is go.
395
00:18:12,125 --> 00:18:17,025
What I will do is I will have a new folder called easy foliage
396
00:18:17,025 --> 00:18:17,425
tutorial.
397
00:18:17,425 --> 00:18:20,725
This is where we will place everything right click and create a new
398
00:18:20,725 --> 00:18:22,025
folder called assets.
399
00:18:23,225 --> 00:18:26,125
And it's also create another new folder that will cut taxes.
400
00:18:27,925 --> 00:18:29,125
In our assets folder.
401
00:18:29,125 --> 00:18:30,725
I want to go ahead and I want to
402
00:18:32,525 --> 00:18:35,125
Import to in real IV.
403
00:18:35,125 --> 00:18:36,225
Generic cr1.
404
00:18:37,125 --> 00:18:38,625
Now there's a few important settings.
405
00:18:38,625 --> 00:18:42,325
Make sure to let's do, generate light Maps just in case you want to
406
00:18:42,325 --> 00:18:42,725
use them.
407
00:18:42,725 --> 00:18:45,825
We are not going to use like mesh by the way, because in Region 5
408
00:18:45,825 --> 00:18:47,925
weak, strong point is real-time lighting.
409
00:18:49,025 --> 00:18:51,925
Just make sure that combined messages turned on, you do want to make
410
00:18:51,925 --> 00:18:55,325
sure that that one is turned on and for our scaling.
411
00:18:56,625 --> 00:18:59,025
I believe, we do want to set this to 100's.
412
00:18:59,025 --> 00:19:00,725
Yes, because we are coming from Maya.
413
00:19:00,725 --> 00:19:05,225
So, we need to go upscale it from CM or 4.
414
00:19:05,225 --> 00:19:07,325
Mm, to meet us.
415
00:19:07,325 --> 00:19:11,425
I believe something in that direction because the five units notify
416
00:19:11,425 --> 00:19:12,325
units are centimeters.
417
00:19:12,325 --> 00:19:14,225
We need to go to m, I believe.
418
00:19:15,225 --> 00:19:19,225
Anyway pass in Portal and then we can see soon enough.
419
00:19:20,825 --> 00:19:22,025
So here we go.
420
00:19:22,625 --> 00:19:25,925
So for example, if I now go ahead and click this model and drag it in,
421
00:19:26,125 --> 00:19:27,125
I can see that.
422
00:19:27,125 --> 00:19:28,725
Oh, we should have done only 10.
423
00:19:28,925 --> 00:19:32,725
So I knew that because we are centimeters and we want to go meet the
424
00:19:32,725 --> 00:19:33,725
so you don't need to be.
425
00:19:35,025 --> 00:19:35,925
Ten times bigger.
426
00:19:36,425 --> 00:19:38,625
So let's go ahead and just double click on your models.
427
00:19:38,625 --> 00:19:40,925
That you can open it up and then you can see it over here.
428
00:19:41,225 --> 00:19:44,525
It looks really awful right now without the material, but let's scroll
429
00:19:44,525 --> 00:19:49,025
down and set our import scale to 10 and then press the import again.
430
00:19:50,525 --> 00:19:55,625
At this point, you can basically decide how big you want it to be.
431
00:19:55,725 --> 00:19:59,925
For example, I can go ahead and I can place it over here and I can
432
00:19:59,925 --> 00:20:03,525
already like kind like places into position where in my level for
433
00:20:03,525 --> 00:20:04,025
example.
434
00:20:04,625 --> 00:20:08,025
And let's say that I decide that I want to have it a tiny bit bigger.
435
00:20:08,525 --> 00:20:12,825
I can go here and I can set this to 10.5 and then if I press
436
00:20:12,825 --> 00:20:13,525
re-import,
437
00:20:14,425 --> 00:20:16,725
You'll see, you can see that it becomes a tiny bit bigger.
438
00:20:17,925 --> 00:20:20,525
Honestly, this is actually pretty spot-on scale.
439
00:20:21,025 --> 00:20:23,625
So this is looking pretty good in the next chapter.
440
00:20:23,625 --> 00:20:27,525
What we will be doing is we will go ahead and we will import our
441
00:20:27,525 --> 00:20:32,225
textures, set up our material, and also set up a small test scene.
442
00:20:32,725 --> 00:20:35,325
That's where that is not this scene because this scene we will use
443
00:20:35,325 --> 00:20:38,425
later on a small test scene to preview all of our foliage.
444
00:20:38,825 --> 00:20:41,225
So let's go ahead and continue with this in the next chapter.34490
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