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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:02,225 Okay, so let's go ahead and continue. 2 00:00:02,425 --> 00:00:05,125 So we are going to first off its off. 3 00:00:05,325 --> 00:00:07,225 Fix our you've he's over here. 4 00:00:07,925 --> 00:00:11,325 And yes, we left off with like making this smaller. 5 00:00:11,325 --> 00:00:11,925 So it's fine. 6 00:00:12,025 --> 00:00:13,225 So I want to fix my UVS. 7 00:00:13,225 --> 00:00:16,825 And then what I want to do is I just want to go ahead and I want to of 8 00:00:16,825 --> 00:00:19,325 course, give it like a little bit of like a normal map information so 9 00:00:19,325 --> 00:00:21,625 that it does not look flat but it actually has some bump. 10 00:00:22,225 --> 00:00:22,425 Now. 11 00:00:22,425 --> 00:00:25,025 I think what is happening with our UV is because 12 00:00:25,925 --> 00:00:32,325 We are over here, trying to have a UV on, like this or Square texture 13 00:00:32,825 --> 00:00:34,025 on 18 UV. 14 00:00:35,225 --> 00:00:36,525 And I think also my, you've each flip. 15 00:00:36,525 --> 00:00:38,025 So let's just go ahead and have a look. 16 00:00:38,325 --> 00:00:41,025 So if we have over here this piece. 17 00:00:44,225 --> 00:00:47,125 Yeah, he actually I can see why they waited to this flipped because 18 00:00:47,125 --> 00:00:49,925 you can see that the segment's going horizontal and here they go 19 00:00:49,925 --> 00:00:50,525 vertical. 20 00:00:50,925 --> 00:00:54,325 So let's just select our map over here. 21 00:00:54,625 --> 00:00:58,625 I'm going to go ahead and I'm going to set my Pivot Point to tutor or 22 00:00:58,625 --> 00:01:01,825 a sorry rotated 90° that it is flipped. 23 00:01:02,225 --> 00:01:04,425 And now I need to make a decision. 24 00:01:04,425 --> 00:01:08,325 I think what I'm going to do is I'm going to just change our texture, 25 00:01:08,325 --> 00:01:11,125 a little bit for this specific one because we need to do this anyway 26 00:01:11,125 --> 00:01:13,825 because of we are going to go into substance. 27 00:01:13,925 --> 00:01:14,425 Designer. 28 00:01:14,825 --> 00:01:17,325 So first of all, let's go ahead and just export this. 29 00:01:19,325 --> 00:01:21,025 I've eaten punch over here. 30 00:01:21,025 --> 00:01:21,525 Okay. 31 00:01:21,725 --> 00:01:24,625 So at least that is now flipped in the right direction and we can go 32 00:01:24,625 --> 00:01:25,525 to a meshes. 33 00:01:27,225 --> 00:01:28,825 Bunch and just reload. 34 00:01:28,825 --> 00:01:33,025 Okay, of course, this would not do much right now, but let's just go 35 00:01:33,025 --> 00:01:34,425 ahead and open up Photoshop. 36 00:01:35,625 --> 00:01:36,025 Here we go. 37 00:01:36,025 --> 00:01:38,625 And let's go ahead and let's create a texture. 38 00:01:38,625 --> 00:01:43,725 That has a height of, this needs to be only the lights to 2010 24. 39 00:01:43,725 --> 00:01:47,525 That's even like a lot probably, actually, 512 should be better. 40 00:01:47,925 --> 00:01:50,925 And a width of like, very low. 41 00:01:50,925 --> 00:01:53,025 So, maybe like 64 or something like that. 42 00:01:54,425 --> 00:01:55,625 Let's see, that's still. 43 00:01:55,625 --> 00:01:56,125 Not enough. 44 00:01:56,125 --> 00:02:00,625 So we need want to go, probably 1024 by 64, so that it's even Tina. 45 00:02:00,625 --> 00:02:01,025 There we go. 46 00:02:01,025 --> 00:02:02,025 So that should do the trick. 47 00:02:02,525 --> 00:02:05,225 Now, what I'm going to do is we have over here, our MS bar. 48 00:02:05,325 --> 00:02:08,125 Look, I'm just going to go out and I'm going to drag in all three of 49 00:02:08,125 --> 00:02:09,025 them in here. 50 00:02:13,425 --> 00:02:16,325 Hopefully, it doesn't need to be tolerable anymore for these specific 51 00:02:16,325 --> 00:02:16,725 pieces. 52 00:02:16,825 --> 00:02:18,525 So I'm going to select all three of them. 53 00:02:19,025 --> 00:02:20,625 Just all three layers over here. 54 00:02:20,925 --> 00:02:24,325 I'm going to go to my transform or rectangular Marquee tool, right? 55 00:02:24,325 --> 00:02:28,225 Click and do a free transform and then I'm just going to go ahead and 56 00:02:28,225 --> 00:02:31,425 scale this up and we only need to go ahead and make the tops and the 57 00:02:31,425 --> 00:02:33,425 bottoms ten title. 58 00:02:33,825 --> 00:02:37,025 But to be very honest, you will never actually be able to even see it 59 00:02:37,025 --> 00:02:38,225 if you are a little bit off. 60 00:02:39,425 --> 00:02:41,425 And now that we've done that, we can just go ahead and we can save 61 00:02:41,425 --> 00:02:45,325 this basically, so I'm going to go file and do a save, it save a copy. 62 00:02:46,925 --> 00:02:50,625 And let's make a new folder that will call Ivy underscore bark. 63 00:02:51,825 --> 00:02:56,025 And in this fall, I'm just going to save this as a, I always like to 64 00:02:56,025 --> 00:02:57,225 use darker files. 65 00:02:57,225 --> 00:03:01,625 So, TJ files and I'm going to do IV unscoped bark on the score. 66 00:03:03,025 --> 00:03:04,125 Base color. 67 00:03:05,825 --> 00:03:10,625 Save up and then we go for the non Maps over here file, save a copy. 68 00:03:13,225 --> 00:03:16,525 Once again, TJ Ivy park on the score. 69 00:03:18,425 --> 00:03:20,825 Normal over here. 70 00:03:22,325 --> 00:03:26,925 And finally, we can do last one, save a copy Saga. 71 00:03:28,125 --> 00:03:31,625 Ivy underscore bark underscore roughness. 72 00:03:32,325 --> 00:03:32,825 Okay. 73 00:03:33,025 --> 00:03:34,525 So those are not also done. 74 00:03:35,025 --> 00:03:37,225 Now, what we are going to do is we're going to first of all, make sure 75 00:03:37,225 --> 00:03:40,725 that it looks good inside of Speed 3, and then we are going to add our 76 00:03:40,725 --> 00:03:42,025 Norm map information. 77 00:03:42,525 --> 00:03:44,625 So, let's go into our bark here in Speed 3. 78 00:03:45,125 --> 00:03:48,925 And I'm going to go ahead and just simply read wagon. 79 00:03:49,325 --> 00:03:52,525 Our base color that we just saved our normal. 80 00:03:52,725 --> 00:03:57,325 Come on normal and our roughness over here. 81 00:03:57,725 --> 00:03:59,025 Like that's okay. 82 00:03:59,025 --> 00:04:01,425 So that's now already looking like a little bit better. 83 00:04:01,425 --> 00:04:05,825 And I think what I need to do is I just need to set my stretching up. 84 00:04:05,825 --> 00:04:08,725 So let's go into Maya. 85 00:04:08,725 --> 00:04:11,225 Let's go back into a UV toolkit. 86 00:04:11,225 --> 00:04:12,425 And basically the way that you want to do. 87 00:04:12,425 --> 00:04:16,925 This is you want to select all of the faces in your UV tool kit. 88 00:04:16,925 --> 00:04:19,425 That's go to the transform and just push it down at the bottom. 89 00:04:19,425 --> 00:04:22,425 And then you want to go ahead and in your scale. 90 00:04:22,425 --> 00:04:25,925 You want to make sure that only the V is activated that you only scale 91 00:04:25,925 --> 00:04:26,625 vertically. 92 00:04:26,625 --> 00:04:27,625 And 93 00:04:27,725 --> 00:04:30,825 with the scaling of to, we can go ahead and we can press scale so that 94 00:04:30,825 --> 00:04:32,925 we have exactly two over here. 95 00:04:33,125 --> 00:04:36,325 If you want, you can also scale and then you snapping, but this is 96 00:04:36,325 --> 00:04:39,525 often easy way to do it and I think we need to probably do it like 97 00:04:39,525 --> 00:04:40,125 three times. 98 00:04:40,125 --> 00:04:41,225 So let's try this. 99 00:04:41,825 --> 00:04:44,625 Let's export and see how this actually looks. 100 00:04:46,225 --> 00:04:47,325 So we export this. 101 00:04:47,325 --> 00:04:48,425 We go over here. 102 00:04:49,725 --> 00:04:51,625 Meshes and we just reload. 103 00:04:52,525 --> 00:04:53,125 There we go. 104 00:04:53,125 --> 00:04:53,425 See. 105 00:04:53,825 --> 00:04:58,825 So now we are already have like, a proper looking UV so that fixes 106 00:04:58,825 --> 00:05:02,625 that now, the last thing that will really improve this, a lot is that 107 00:05:02,625 --> 00:05:05,725 we need to go ahead and we need to fairly quickly open up substance 108 00:05:05,725 --> 00:05:06,825 designer for this. 109 00:05:08,625 --> 00:05:09,225 Here we go. 110 00:05:09,525 --> 00:05:11,925 And this is going to be super quick and super simple. 111 00:05:11,925 --> 00:05:15,725 So all we need to do is create a very quick new substance graph over 112 00:05:15,725 --> 00:05:16,125 here. 113 00:05:16,825 --> 00:05:21,425 We can just set to empty and we simply want to call this IV bark on 114 00:05:21,425 --> 00:05:28,625 the score, normal on the score around, or actually to Bunch over here. 115 00:05:29,325 --> 00:05:31,025 And we want to set our sizes. 116 00:05:32,125 --> 00:05:34,325 Once again, to what was it said? 117 00:05:34,325 --> 00:05:35,525 Let me just quickly check. 118 00:05:36,425 --> 00:05:38,025 We had 64. 119 00:05:39,025 --> 00:05:39,725 Bye. 120 00:05:41,325 --> 00:05:44,025 120 1024 and it's pause. 121 00:05:44,025 --> 00:05:44,425 Okay. 122 00:05:44,925 --> 00:05:46,425 Am I doing it in the right direction? 123 00:05:46,725 --> 00:05:48,725 We can, by the way, close our library of here. 124 00:05:49,925 --> 00:05:52,225 So now that we have this one, what I'm going to do is I'm just going 125 00:05:52,225 --> 00:05:54,625 to import my Norm map over here. 126 00:05:54,825 --> 00:05:57,825 So let's just press import resources so that we actually have 127 00:05:57,825 --> 00:05:58,425 something. 128 00:05:58,425 --> 00:05:58,825 There we go. 129 00:05:58,825 --> 00:05:59,825 Perfect. 130 00:06:00,025 --> 00:06:03,825 So we now have a normal map imported in here and all that we are going 131 00:06:03,825 --> 00:06:07,025 to do is we are going to basically give it like a we nice around bump. 132 00:06:07,525 --> 00:06:10,525 And the way that we want to do that is we want to go ahead and press 133 00:06:10,525 --> 00:06:14,125 space when you have your node selected over here and then you 134 00:06:14,125 --> 00:06:17,825 basically get all of the notes that you can also find in here and type 135 00:06:17,825 --> 00:06:19,425 in normal and 136 00:06:19,725 --> 00:06:22,025 Up the normal combine over here. 137 00:06:22,325 --> 00:06:26,525 So we are going to combine two Norm Maps, the based on map and we want 138 00:06:26,525 --> 00:06:27,125 to go at it. 139 00:06:27,125 --> 00:06:32,525 We want to combine this along with a custom map and discussion on map 140 00:06:32,525 --> 00:06:34,725 is basically going to be in our patrons. 141 00:06:35,225 --> 00:06:38,725 A gradients linear thing. 142 00:06:38,725 --> 00:06:41,125 Created linear to should do the trick over here. 143 00:06:42,125 --> 00:06:43,625 You want to go ahead in with the click on it? 144 00:06:43,625 --> 00:06:46,725 And then if you just quickly scroll down here to the instance 145 00:06:46,725 --> 00:06:49,825 parameters, set the rotation to 90 degrees. 146 00:06:49,825 --> 00:06:51,125 And now you can see that. 147 00:06:51,125 --> 00:06:53,525 We have a really nice around gradient. 148 00:06:54,325 --> 00:06:58,025 Then if we press space again and out a normal notes, so you can just 149 00:06:58,025 --> 00:06:58,725 press enter. 150 00:06:59,425 --> 00:07:02,525 What does what this form will do is if we set this to opengl and the 151 00:07:02,525 --> 00:07:07,725 intensity to like 10, for example, oh, looks like even more dirty, you 152 00:07:07,725 --> 00:07:10,525 can see that it starts to become around maybe even more, maybe even 153 00:07:10,525 --> 00:07:11,025 50. 154 00:07:12,225 --> 00:07:15,925 So we want to give it like a really strong around normal and then 155 00:07:15,925 --> 00:07:18,225 simply click and drag this into your normal combined. 156 00:07:18,425 --> 00:07:22,425 And then what you can see is that now it will just include this 157 00:07:22,425 --> 00:07:23,225 accountants. 158 00:07:24,125 --> 00:07:25,425 Next is exporting. 159 00:07:25,525 --> 00:07:29,525 So we basically go ahead and first of all, let's go in here, right, 160 00:07:29,525 --> 00:07:34,825 click and save as our scene and we are going to save it in the IV bark 161 00:07:34,825 --> 00:07:36,425 folder and just press save. 162 00:07:37,825 --> 00:07:40,225 And then what you want to do is you need to have an output so that you 163 00:07:40,225 --> 00:07:41,225 can actually export this. 164 00:07:41,425 --> 00:07:45,625 So if you press space arts and output over here just by typing in 165 00:07:45,625 --> 00:07:50,125 output and maybe if you want you can go down here, pass a little art 166 00:07:50,125 --> 00:07:53,825 item sign in the usage and set this one to be normal. 167 00:07:53,825 --> 00:07:56,725 Then it will automatically make sure that all of your color spaces and 168 00:07:56,725 --> 00:07:57,825 everything are correct. 169 00:07:59,025 --> 00:08:03,225 Now we get save our scene click below of this package so that we can 170 00:08:03,225 --> 00:08:07,825 right-click a export outputs to bitmap and we simply want to set this 171 00:08:07,825 --> 00:08:11,225 to be a darker and then when you press export, it will automatically 172 00:08:11,225 --> 00:08:13,525 export in the same folder. 173 00:08:13,525 --> 00:08:18,725 So now you can see IV bark normal, Branch output dot ggas. 174 00:08:18,725 --> 00:08:20,025 That's the one that we want. 175 00:08:20,925 --> 00:08:21,825 Can I go in here? 176 00:08:23,625 --> 00:08:27,125 Aren't these two unknown map and now you can see that we have like 177 00:08:27,125 --> 00:08:27,625 this bump. 178 00:08:28,025 --> 00:08:30,225 And now it is up to you to, for example, the sides. 179 00:08:30,225 --> 00:08:33,125 Okay, maybe I want to make my bump even stronger. 180 00:08:33,125 --> 00:08:37,625 So I'm going to set this to like 100 and then I can go to export again 181 00:08:37,625 --> 00:08:38,925 and actually export it. 182 00:08:39,625 --> 00:08:40,925 And if I go to speed3, 183 00:08:42,525 --> 00:08:46,025 You should be able to, just all he tried it on, or just turn it on and 184 00:08:46,025 --> 00:08:46,125 off. 185 00:08:46,325 --> 00:08:47,425 There you go. 186 00:08:47,625 --> 00:08:49,525 So, that is now looking nice and round. 187 00:08:49,525 --> 00:08:54,325 So, from a distance, it will be hard to really notice that these are 188 00:08:54,325 --> 00:08:59,125 not actual geometry branches, but they are just very cheap playing or 189 00:08:59,125 --> 00:09:00,025 plain branches. 190 00:09:00,025 --> 00:09:05,725 So you can see that over here are actual mesh, showing only 2642 is 191 00:09:05,725 --> 00:09:07,325 now the leaves. 192 00:09:07,325 --> 00:09:12,125 They do say that they are 216,000 triangles, but this is not true. 193 00:09:12,125 --> 00:09:12,425 This is 194 00:09:12,525 --> 00:09:15,325 Because it is not taking into account the Collision. 195 00:09:15,525 --> 00:09:18,325 So the leaves itself are a lot less. 196 00:09:20,325 --> 00:09:21,625 But okay, so that's perfect. 197 00:09:21,625 --> 00:09:22,525 So leaves. 198 00:09:22,525 --> 00:09:22,925 Done. 199 00:09:23,025 --> 00:09:24,725 Punch done taxes, done. 200 00:09:24,725 --> 00:09:25,625 That's great. 201 00:09:25,925 --> 00:09:28,925 Now, what I'm going to do is I'm just going to do two more things. 202 00:09:28,925 --> 00:09:32,825 First of all, let's go into materials and your ivy leaves. 203 00:09:33,125 --> 00:09:35,225 You have over here A variation slider. 204 00:09:35,225 --> 00:09:37,725 This is quite important to add some more variation. 205 00:09:38,025 --> 00:09:41,925 If you click it up it will basically add some slight color variation, 206 00:09:41,925 --> 00:09:46,125 over here to your actual IV textures. 207 00:09:46,525 --> 00:09:49,625 So this will nice so you can push this up and then you can go ahead. 208 00:09:49,625 --> 00:09:50,025 And if you 209 00:09:50,225 --> 00:09:51,125 You can play around. 210 00:09:52,325 --> 00:09:55,825 Which your variation in here so we can make this one, for example, 211 00:09:55,825 --> 00:09:56,825 like quite dark. 212 00:09:57,425 --> 00:10:00,825 And then this one maybe you want to go at the, like, play out with the 213 00:10:00,825 --> 00:10:05,525 situation a bit over here and just give it like some very slight 214 00:10:06,325 --> 00:10:07,425 variation like this. 215 00:10:07,725 --> 00:10:10,825 So that from a distance, it will be easier to read. 216 00:10:10,925 --> 00:10:12,025 So this is still too much. 217 00:10:12,025 --> 00:10:12,625 I'm just going to 218 00:10:14,225 --> 00:10:15,625 Maybe like make this one bit darker. 219 00:10:15,625 --> 00:10:16,225 There we go. 220 00:10:16,625 --> 00:10:19,825 Now you can also set the amounts over here so you can we push it out 221 00:10:19,825 --> 00:10:21,325 if you want, but that's perfect. 222 00:10:21,325 --> 00:10:22,725 So now you can see that it is. 223 00:10:23,125 --> 00:10:27,125 You see it is subtle but it is actually quite powerful to use 224 00:10:27,125 --> 00:10:28,025 something like this. 225 00:10:28,725 --> 00:10:29,625 Okay, great. 226 00:10:29,925 --> 00:10:31,525 So we are now heading for exports. 227 00:10:31,625 --> 00:10:35,725 What we're going to do is we first need to export this to Maya because 228 00:10:35,725 --> 00:10:38,025 we want to go out and want to set the pivot point in the right 229 00:10:38,025 --> 00:10:40,025 location and just double check our work. 230 00:10:40,525 --> 00:10:42,825 And then what we can do is we can export this to in real. 231 00:10:43,225 --> 00:10:43,825 So in this chapter, 232 00:10:43,925 --> 00:10:45,625 We will go ahead and just do the exporting. 233 00:10:45,625 --> 00:10:46,625 And in the next chapter. 234 00:10:46,625 --> 00:10:50,725 We will set up our material and then you can actually preview 235 00:10:50,725 --> 00:10:53,125 everything to export this. 236 00:10:53,925 --> 00:10:56,425 Let's save our scene first and then you just want to go ahead and want 237 00:10:56,425 --> 00:10:59,725 to go to file export to game over here. 238 00:11:02,525 --> 00:11:06,625 And then if you go ahead and you can go to your source files exports 239 00:11:07,625 --> 00:11:12,125 and then we can go from underscore Speed 3. 240 00:11:12,125 --> 00:11:13,025 It's okay, the folder. 241 00:11:13,825 --> 00:11:15,125 And here we can export this. 242 00:11:15,125 --> 00:11:15,525 Now. 243 00:11:15,925 --> 00:11:17,125 There are a few different types. 244 00:11:17,125 --> 00:11:20,725 If you own, if you are using the older versions of speedtree, So Below 245 00:11:20,725 --> 00:11:21,825 9.0. 246 00:11:22,325 --> 00:11:27,025 You might have a version depending on your license that is just unity 247 00:11:27,025 --> 00:11:29,325 and unreal, which is this one. 248 00:11:29,325 --> 00:11:32,025 So that means that you can only export fire this way they did. 249 00:11:32,125 --> 00:11:32,925 Change this later on. 250 00:11:32,925 --> 00:11:37,425 If you have this, what I recommend doing is you're basically export 251 00:11:37,425 --> 00:11:38,225 this to Unreal. 252 00:11:38,225 --> 00:11:40,625 You then import it into an real. 253 00:11:40,625 --> 00:11:45,825 And in real itself, you are able to then export it again to an fbx. 254 00:11:45,825 --> 00:11:50,625 So for example, here we are in real and if you have imported a model, 255 00:11:50,625 --> 00:11:53,725 for example, the St model, you can always right, click on the model, 256 00:11:53,725 --> 00:11:56,425 go to asset actions, and Export it again. 257 00:11:56,425 --> 00:11:57,225 So it's a workaround. 258 00:11:57,225 --> 00:12:01,825 If you are not able to export directly to fbx to still export your 259 00:12:01,825 --> 00:12:02,125 model. 260 00:12:02,125 --> 00:12:03,125 Model to fbx. 261 00:12:03,625 --> 00:12:06,125 However, of course, we don't need it because we can just set this to 262 00:12:06,125 --> 00:12:11,825 fbx IV, generic 0 1 and press save and now in here. 263 00:12:12,225 --> 00:12:13,725 So for up reset. 264 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. 265 00:12:17,325 --> 00:12:21,025 And then click on Unreal, Engine 4, and then it was already like set 266 00:12:21,025 --> 00:12:22,225 some default settings. 267 00:12:22,925 --> 00:12:25,625 Now, what we are going to do is we do not want any LOD. 268 00:12:25,625 --> 00:12:30,025 So we are going to go for highest only we want to add variations. 269 00:12:30,125 --> 00:12:31,225 Remember, that's the colors. 270 00:12:33,725 --> 00:12:34,525 Lighten up, you Vis. 271 00:12:34,525 --> 00:12:37,825 If you want, you can add them, but you can also generate these Insight 272 00:12:37,825 --> 00:12:42,125 of Unreal Engine in our Atlas, you want to set this to Norman warping. 273 00:12:42,525 --> 00:12:46,125 So we do want to go ahead and create an atlas because we have these 274 00:12:46,125 --> 00:12:49,725 variations and in order to implement the feature these variations, you 275 00:12:49,725 --> 00:12:51,625 need to create a different Atlas. 276 00:12:52,025 --> 00:12:53,625 So allows separate atlases. 277 00:12:53,625 --> 00:12:54,425 That's fine. 278 00:12:55,625 --> 00:12:59,325 We don't need to separate the materials per se so we are just going to 279 00:12:59,325 --> 00:12:59,825 have everything. 280 00:12:59,825 --> 00:13:00,925 It's like one Atlas. 281 00:13:02,025 --> 00:13:02,625 Geometry. 282 00:13:02,625 --> 00:13:06,925 The scaling we can fix that inside of Maya billboard. 283 00:13:06,925 --> 00:13:09,325 We don't need Bilbo's so we have that turn off. 284 00:13:09,325 --> 00:13:14,825 So we don't care and textures we can set this to TGA because I like TJ 285 00:13:15,425 --> 00:13:16,325 the max size. 286 00:13:16,325 --> 00:13:20,825 We want to set to 2048 over here because we really don't need to go 287 00:13:20,825 --> 00:13:21,625 any higher. 288 00:13:22,125 --> 00:13:24,625 And then what we can do is we can just go ahead and we can press. 289 00:13:24,625 --> 00:13:28,625 OK and now it will start by packing out of our textures and exporting 290 00:13:28,625 --> 00:13:29,325 our geometry. 291 00:13:30,325 --> 00:13:35,225 And that you should have in here a that speed three forces from 292 00:13:35,225 --> 00:13:35,825 speedtree. 293 00:13:36,325 --> 00:13:39,925 You should have over, here are your texture and you should also have 294 00:13:40,625 --> 00:13:42,825 these atlases over here. 295 00:13:42,825 --> 00:13:45,125 You can see that they look different because they change the leaves. 296 00:13:45,225 --> 00:13:47,325 And, of course, we have our normal bug atlases. 297 00:13:47,925 --> 00:13:49,325 So this is what we wanted. 298 00:13:49,825 --> 00:13:51,825 Now, if you go ahead and go to Maya, 299 00:13:53,225 --> 00:13:55,425 At this point, I can pretty much delete this. 300 00:13:55,425 --> 00:13:57,625 If I want to change this, I can simply import it. 301 00:13:57,625 --> 00:14:01,625 I don't need to create an entire save file, just for one single plane. 302 00:14:02,225 --> 00:14:04,025 But what I now want to do is I want to do. 303 00:14:04,025 --> 00:14:09,125 I do want to go ahead and save my scene and this will become a main 304 00:14:09,125 --> 00:14:09,425 scene. 305 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 306 00:14:12,925 --> 00:14:16,625 score set up and this scene, you guys will. 307 00:14:16,725 --> 00:14:19,825 Of course, also get a little, basically contain all of our foliage. 308 00:14:20,425 --> 00:14:22,425 So we are going to go file and import. 309 00:14:24,225 --> 00:14:29,825 And now if we go to exports from speedtree, we can grab our IV. 310 00:14:29,825 --> 00:14:35,125 Genetics are one that fbx, import it and now it's yes, it's really 311 00:14:35,125 --> 00:14:35,525 big. 312 00:14:35,725 --> 00:14:38,325 Oh and it looks like it's a why is rotated. 313 00:14:38,425 --> 00:14:40,525 I believe that you can actually set it in here. 314 00:14:40,525 --> 00:14:44,525 So if you go file and Export to game, you should be able 315 00:14:45,625 --> 00:14:49,125 To set this in here. 316 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. 318 00:14:53,325 --> 00:14:55,925 I'm not sure which one I actually need to have. 319 00:14:55,925 --> 00:14:57,925 Let me just quickly do some testing, just to make sure. 320 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. 323 00:15:02,725 --> 00:15:07,625 So, let me just quickly do one final default, export over here, and 324 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. 327 00:15:10,625 --> 00:15:11,225 Export. 328 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. 330 00:15:15,425 --> 00:15:18,825 So let's go into Maya file import. 331 00:15:19,425 --> 00:15:22,225 We are going to import this as IV over here. 332 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. 334 00:15:28,325 --> 00:15:30,525 And we are just going to basically rotate it like this. 335 00:15:31,125 --> 00:15:31,425 Next. 336 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 337 00:15:35,725 --> 00:15:36,125 scale. 338 00:15:36,125 --> 00:15:37,125 The final scale. 339 00:15:37,125 --> 00:15:40,525 We need to set inside of unreal because it is really hard to have a 340 00:15:40,525 --> 00:15:43,225 concept of how big IV should really be. 341 00:15:45,425 --> 00:15:47,725 Terms of our front or back. 342 00:15:48,225 --> 00:15:50,825 I believe that this is our front. 343 00:15:50,925 --> 00:15:52,625 Let me just quickly check. 344 00:15:57,425 --> 00:15:57,825 Yeah, yeah. 345 00:15:57,825 --> 00:16:00,325 See this often because you can see that cluster over here. 346 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. 348 00:16:03,725 --> 00:16:06,925 Now, the way that you're not real works is that it will set your pivot 349 00:16:06,925 --> 00:16:10,525 point at 0 0 0, which is where our pivot point is now. 350 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 351 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 353 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 355 00:16:25,525 --> 00:16:26,225 layer editor. 356 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 358 00:16:32,225 --> 00:16:33,325 add them immediately. 359 00:16:33,725 --> 00:16:35,925 It's a force of habit for me to press this one. 360 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. 394 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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