Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,525 --> 00:00:04,025
Okay, so we now have our first IV variation done.
2
00:00:04,425 --> 00:00:07,325
So now the difficult part is basically over.
3
00:00:07,325 --> 00:00:10,425
So we got like some really nice-looking IV as you can see over here.
4
00:00:10,925 --> 00:00:13,425
So what we're going to do now is we are going to create another
5
00:00:13,425 --> 00:00:17,525
genetic variation and then I will show you how to create a unique
6
00:00:17,525 --> 00:00:18,325
variation.
7
00:00:18,825 --> 00:00:21,225
So that's a really nice thing about speedtree.
8
00:00:21,225 --> 00:00:23,025
You can actually hand the mice.
9
00:00:23,125 --> 00:00:25,725
So for your genetic variations, it is super easy.
10
00:00:26,225 --> 00:00:28,325
One thing I do need to keep in mind, is that?
11
00:00:28,325 --> 00:00:29,825
Yes, we can randomize button.
12
00:00:30,025 --> 00:00:35,125
This one over here, the big branches, that you can see these, if you
13
00:00:35,125 --> 00:00:36,225
randomize them, they will.
14
00:00:36,225 --> 00:00:38,925
Once again, not be at the front sight and they will just kind of like
15
00:00:38,925 --> 00:00:40,125
go all over the place.
16
00:00:40,525 --> 00:00:42,225
So I can actually show you here.
17
00:00:42,225 --> 00:00:43,525
Let me just save my scene.
18
00:00:43,825 --> 00:00:47,425
And basically in the randomizer you can go to for example big.
19
00:00:47,725 --> 00:00:51,325
And if you go ahead and you, I believe that you actually need to go
20
00:00:51,325 --> 00:00:51,525
in.
21
00:00:51,525 --> 00:00:53,325
Now, in order to fight this second.
22
00:00:53,325 --> 00:00:54,225
Let me just move this.
23
00:00:55,025 --> 00:00:56,925
And if I scroll down, where are you are?
24
00:00:56,925 --> 00:00:57,425
Here you are.
25
00:00:58,625 --> 00:01:00,425
So, here you have your hand in my seat.
26
00:01:00,425 --> 00:01:03,325
So you get ahead in my seat generation forces, splines, all that
27
00:01:03,325 --> 00:01:03,625
stuff.
28
00:01:03,925 --> 00:01:06,825
So, let's say that you to randomize degeneration.
29
00:01:06,825 --> 00:01:12,125
As soon as I click that it should, as you can see randomizer, but it
30
00:01:12,125 --> 00:01:13,725
doesn't really work because, of course.
31
00:01:13,725 --> 00:01:17,025
Now it's trying to randomize in all the wrong locations.
32
00:01:17,525 --> 00:01:19,725
So, that's basically what I want to show you.
33
00:01:20,025 --> 00:01:22,625
Now, let me just quickly close.
34
00:01:22,725 --> 00:01:25,825
No, I do not want to save and open it again.
35
00:01:27,625 --> 00:01:29,025
Here we go, so that we are back to normal.
36
00:01:29,325 --> 00:01:32,325
But this doesn't mean that we can just go out and we can do, like,
37
00:01:32,325 --> 00:01:34,325
some manual editing for these navigate random.
38
00:01:34,325 --> 00:01:38,725
I suggest let's go for like a shorter one.
39
00:01:38,725 --> 00:01:39,125
I think.
40
00:01:39,125 --> 00:01:40,625
So, this like quite a long one.
41
00:01:40,825 --> 00:01:44,425
So if we just go ahead and we set this to note up here.
42
00:01:45,225 --> 00:01:47,925
Actually, you know what, let's hide this stuff.
43
00:01:49,725 --> 00:01:52,025
Over here because else it becomes a little bit Overkill.
44
00:01:52,425 --> 00:01:52,725
Okay.
45
00:01:52,725 --> 00:01:53,625
So, let's see.
46
00:01:53,625 --> 00:01:55,525
So we click on Note.
47
00:01:56,425 --> 00:01:57,825
Let's make this a little bit shorter.
48
00:01:57,825 --> 00:02:01,825
So let's make this one shorter and this one.
49
00:02:03,725 --> 00:02:05,825
Where is my start angle over here?
50
00:02:11,325 --> 00:02:14,225
What if we make this one like super shorter than this one little bit
51
00:02:14,225 --> 00:02:14,725
longer.
52
00:02:15,325 --> 00:02:20,525
We will leave it a little bit longer that might look interesting.
53
00:02:20,925 --> 00:02:23,825
Let's give this a little start angle and also get make shorter.
54
00:02:26,525 --> 00:02:28,825
And I kind of like wanted to see if I can move this one.
55
00:02:28,925 --> 00:02:29,825
Yes, I can.
56
00:02:31,425 --> 00:02:33,625
Okay, so let's see, something like this.
57
00:02:33,625 --> 00:02:35,025
So we have this one over here.
58
00:02:35,625 --> 00:02:39,725
Now, if we press h to unhide D, so these bits.
59
00:02:40,525 --> 00:02:41,925
Yeah, that looks quite a bit shorter.
60
00:02:41,925 --> 00:02:45,925
And now if we just go ahead and go to leaves and these ones over here.
61
00:02:48,025 --> 00:02:48,725
There we go.
62
00:02:48,825 --> 00:02:50,525
Oh, and let's unhide the big ones.
63
00:02:52,425 --> 00:02:52,925
Yeah, you know what?
64
00:02:52,925 --> 00:02:53,725
That looks a little bit.
65
00:02:53,725 --> 00:02:54,725
That looks quite nice.
66
00:02:54,725 --> 00:02:56,725
If I go ahead and have a look.
67
00:02:56,725 --> 00:02:59,925
Yeah, I think that will look different enough for us to have like
68
00:02:59,925 --> 00:03:00,825
another variation.
69
00:03:01,125 --> 00:03:04,925
So here, you can see how quick it is to just add a another variation
70
00:03:04,925 --> 00:03:05,325
to this.
71
00:03:05,825 --> 00:03:07,325
So, I'm quite happy with this.
72
00:03:07,325 --> 00:03:13,125
So, let's just go ahead and let's do a file and a save as and simply
73
00:03:13,125 --> 00:03:14,125
call this IV.
74
00:03:14,125 --> 00:03:15,425
Genetics 02.
75
00:03:15,825 --> 00:03:18,825
And just like this, you can make as many variations as you want.
76
00:03:19,025 --> 00:03:20,025
Pretty much.
77
00:03:20,125 --> 00:03:22,125
So, because we re using
78
00:03:22,225 --> 00:03:23,325
Same textures and everything.
79
00:03:23,925 --> 00:03:28,025
There isn't actually any, the only expense that you would pay for is
80
00:03:28,025 --> 00:03:31,025
that you have like multiple different models that need to load in, but
81
00:03:31,025 --> 00:03:31,925
that's pretty much it.
82
00:03:32,025 --> 00:03:36,725
And that's not a huge expense, unless you make a very large level.
83
00:03:37,425 --> 00:03:39,125
But anyway, let's go ahead and Export this.
84
00:03:40,825 --> 00:03:43,725
Ivy generics hero to save.
85
00:03:43,725 --> 00:03:46,425
It should still have all of our export settings.
86
00:03:46,425 --> 00:03:47,625
Yes, so we can just press.
87
00:03:47,625 --> 00:03:48,125
OK.
88
00:03:48,925 --> 00:03:53,325
And now if we go into Maya, we have this one which we can adjust into
89
00:03:53,325 --> 00:03:53,925
the art.
90
00:03:54,225 --> 00:03:55,425
My selected object.
91
00:03:55,825 --> 00:03:56,225
There we go.
92
00:03:56,225 --> 00:03:59,725
We can hide it and now file Imports.
93
00:04:01,525 --> 00:04:01,925
Know what?
94
00:04:01,925 --> 00:04:04,125
I'm going to clean this up a little bit.
95
00:04:06,025 --> 00:04:11,625
Because that's a little bit too overwhelming from speedtree and CDs
96
00:04:11,625 --> 00:04:13,225
to, I believe that I actually imported.
97
00:04:13,225 --> 00:04:17,525
So I'm going to go ahead and I'm just going to get rid of.
98
00:04:19,225 --> 00:04:19,925
Of these.
99
00:04:21,225 --> 00:04:24,625
Texture Maps, which is always automatically export but I don't
100
00:04:24,625 --> 00:04:25,525
actually need them.
101
00:04:25,825 --> 00:04:26,325
There we go.
102
00:04:26,725 --> 00:04:27,525
So IV.
103
00:04:27,525 --> 00:04:29,825
Generic CO2 import.
104
00:04:35,025 --> 00:04:35,425
Hello.
105
00:04:38,925 --> 00:04:41,625
So it has the same name so easily replaced.
106
00:04:42,225 --> 00:04:43,125
That's awkward.
107
00:04:43,625 --> 00:04:46,025
Let's just quickly open scene.
108
00:04:46,025 --> 00:04:47,025
Let's just reopen it.
109
00:04:47,125 --> 00:04:50,925
So what I did is because it has the same name as this model.
110
00:04:50,925 --> 00:04:54,425
It replaces model - tends to do that sometimes.
111
00:04:54,825 --> 00:04:56,325
So let's go ahead and go in here.
112
00:04:56,325 --> 00:05:01,425
I've eaten actually or once / or underscore a so that now it should
113
00:05:01,425 --> 00:05:02,425
not override it.
114
00:05:02,825 --> 00:05:04,325
So now if I go ahead and just
115
00:05:05,725 --> 00:05:08,125
Right, click assign the selected object and hide it.
116
00:05:08,925 --> 00:05:10,525
Now, it should not be overweight.
117
00:05:10,525 --> 00:05:11,825
And so if I go in here,
118
00:05:14,025 --> 00:05:14,425
Really?
119
00:05:14,425 --> 00:05:15,525
It's still overwrites.
120
00:05:16,125 --> 00:05:17,225
No, wait, it does not.
121
00:05:19,425 --> 00:05:19,725
Okay.
122
00:05:19,725 --> 00:05:21,625
That this is a very interesting bug.
123
00:05:22,525 --> 00:05:23,225
No buck.
124
00:05:23,225 --> 00:05:24,125
I don't know what it is.
125
00:05:24,125 --> 00:05:26,625
But this is super super unlogical.
126
00:05:27,225 --> 00:05:29,125
So let me just quickly here.
127
00:05:29,125 --> 00:05:31,825
Let's restart and let you see exactly what's going on.
128
00:05:32,725 --> 00:05:36,525
So I think what is happening is that we are changing this name, but we
129
00:05:36,525 --> 00:05:38,225
should change the ld0.
130
00:05:39,025 --> 00:05:40,725
It looks like that is grouped by now.
131
00:05:40,725 --> 00:05:44,925
So let's click on the parent over here, go to edit and do none group.
132
00:05:45,425 --> 00:05:47,825
And then this one we can basically go ahead and delete.
133
00:05:48,325 --> 00:05:49,025
And then this one.
134
00:05:49,125 --> 00:05:53,625
I need to do like a lot more like a double click and call it IV,
135
00:05:54,325 --> 00:05:56,525
generic underscore 01.
136
00:05:56,725 --> 00:05:59,925
Okay, so now it should be its own individual model.
137
00:06:01,625 --> 00:06:04,025
And let me just quickly, see.
138
00:06:06,325 --> 00:06:10,525
Wait, it's probably grouping because of our layer but this should
139
00:06:10,525 --> 00:06:11,125
still be fine.
140
00:06:11,125 --> 00:06:14,325
So if we now go ahead and import IV.
141
00:06:14,325 --> 00:06:16,425
Generic CO2, there we go.
142
00:06:16,425 --> 00:06:18,425
So now that seems to work.
143
00:06:18,625 --> 00:06:24,225
So this one I'm going to assign to my layer over here.
144
00:06:26,025 --> 00:06:27,425
And now the second one day we go.
145
00:06:27,425 --> 00:06:27,725
See.
146
00:06:27,825 --> 00:06:29,025
So now we have the second one.
147
00:06:29,425 --> 00:06:30,825
That was a little bit strange.
148
00:06:30,825 --> 00:06:31,425
But okay.
149
00:06:31,625 --> 00:06:35,425
So let's go ahead and do the same thing edit ungroup.
150
00:06:35,425 --> 00:06:37,325
I did not realize that it's groups.
151
00:06:37,325 --> 00:06:43,325
These things IV underscored, generic underscore CO2.
152
00:06:43,925 --> 00:06:47,825
And then if I just go ahead and I rotate it 90 degrees.
153
00:06:49,125 --> 00:06:54,325
I turn on my old Ivy so that I can kind like scale this down and make
154
00:06:54,325 --> 00:06:56,725
it a roughly, the same scaling.
155
00:06:57,525 --> 00:06:59,225
And now I can turn off the layer again.
156
00:07:02,425 --> 00:07:05,925
So we got that's one also done over here.
157
00:07:06,825 --> 00:07:07,625
That's fine.
158
00:07:08,125 --> 00:07:11,325
Maybe like quickly reset your pivot point, so that should be fine.
159
00:07:11,325 --> 00:07:12,725
So if I now create a new layer
160
00:07:13,725 --> 00:07:17,225
And call this IV underscore 02.
161
00:07:18,025 --> 00:07:18,725
Yeah, let's do that.
162
00:07:18,725 --> 00:07:21,725
Lets just call it IV unscored 01 and 02.
163
00:07:21,725 --> 00:07:22,525
That's easier.
164
00:07:23,925 --> 00:07:25,525
And assign my object.
165
00:07:26,625 --> 00:07:27,325
Okay, perfect.
166
00:07:27,325 --> 00:07:28,725
So now that is working.
167
00:07:29,125 --> 00:07:30,625
So we got that done.
168
00:07:31,525 --> 00:07:36,225
I believe that we publish still need to like change iuvs in some way,
169
00:07:37,225 --> 00:07:41,325
not completely sure, but that's what I feel like.
170
00:07:41,325 --> 00:07:44,625
So let's go ahead and go up over here.
171
00:07:46,725 --> 00:07:47,225
Two.
172
00:07:48,925 --> 00:07:49,425
Looks like that.
173
00:07:49,425 --> 00:07:55,725
We lost our image over here, which is oh wait, we lost it because I
174
00:07:55,725 --> 00:07:59,725
removed it that that's why I lost that is no problem.
175
00:07:59,725 --> 00:08:00,825
Like I can go at it.
176
00:08:00,825 --> 00:08:02,425
I can just apply it.
177
00:08:02,425 --> 00:08:04,725
All I need to do is I just need to quickly select these pieces.
178
00:08:05,425 --> 00:08:05,925
Oops.
179
00:08:06,925 --> 00:08:07,125
Okay.
180
00:08:07,125 --> 00:08:08,225
So the bark is still here.
181
00:08:08,225 --> 00:08:09,625
But this one we lost.
182
00:08:09,925 --> 00:08:11,525
So just select these pieces, hold shift.
183
00:08:11,525 --> 00:08:12,525
And then deselect.
184
00:08:15,025 --> 00:08:16,325
All of this stuff, come on.
185
00:08:18,825 --> 00:08:19,425
There we go.
186
00:08:19,425 --> 00:08:22,725
Okay, and now what I need to do is I'm just going to quickly.
187
00:08:23,825 --> 00:08:25,025
Assign favorite material.
188
00:08:25,025 --> 00:08:27,825
I'm just going to quickly assign a new material to this.
189
00:08:29,225 --> 00:08:31,425
And here Lambda 2.
190
00:08:31,625 --> 00:08:34,525
And then, if we go into a color, you can click on this button over
191
00:08:34,525 --> 00:08:35,725
here and then go to file.
192
00:08:36,025 --> 00:08:38,825
And this way, you can basically apply a color, so I can go in here.
193
00:08:39,625 --> 00:08:45,225
I just need to quickly navigate, so I wasn't thinking about that when
194
00:08:45,225 --> 00:08:49,025
I export it, my mesh because, of course, it exports with the texture.
195
00:08:49,025 --> 00:08:50,525
So it's referencing the texture.
196
00:08:50,825 --> 00:08:56,025
But if I do this way, I can still go ahead and go to my IV over here C
197
00:08:56,325 --> 00:08:58,625
and then I can still apply it like normal.
198
00:08:59,325 --> 00:08:59,925
Although you know what?
199
00:08:59,925 --> 00:09:02,725
I'm going to actually apply, probably my Alpha think that's a little
200
00:09:02,725 --> 00:09:03,725
bit easier to see.
201
00:09:05,025 --> 00:09:06,025
So we got that one done.
202
00:09:06,025 --> 00:09:07,225
So that should be fine.
203
00:09:07,725 --> 00:09:09,625
And so this one is bark.
204
00:09:10,925 --> 00:09:13,325
Yeah, this should be box till I hope.
205
00:09:13,325 --> 00:09:17,325
I hope that I did not mess anything up, but we'll see soon enough and
206
00:09:17,325 --> 00:09:20,725
then just this like these ones and now uv2 kids.
207
00:09:20,725 --> 00:09:25,025
I can go ahead and I can flip over here.
208
00:09:26,125 --> 00:09:27,125
And then move them.
209
00:09:28,925 --> 00:09:30,925
Into the correct position like this.
210
00:09:31,525 --> 00:09:33,725
So you've he's our little bit awkward that they are flipped out.
211
00:09:34,225 --> 00:09:35,625
I'm sure that's like, I like messing up.
212
00:09:35,825 --> 00:09:37,525
I can keep messing around with the settings.
213
00:09:37,525 --> 00:09:41,125
But luckily, it doesn't take too long to XD, fix this when everything
214
00:09:41,125 --> 00:09:41,825
is in place.
215
00:09:42,025 --> 00:09:45,325
So that's why I'm not going to like, try and play around with the
216
00:09:45,325 --> 00:09:47,225
settings too much when I can just do this.
217
00:09:49,825 --> 00:09:50,725
Which I don't know.
218
00:09:50,725 --> 00:09:51,725
It's can be logically.
219
00:09:51,725 --> 00:09:53,225
Cannot be logical to kind of fence.
220
00:09:54,425 --> 00:09:54,925
Often.
221
00:09:54,925 --> 00:09:58,125
Y'all need to do this once because you don't off the like me to go
222
00:09:58,125 --> 00:10:01,825
back and forth too much after the first one so we can just export this
223
00:10:01,825 --> 00:10:03,125
IV generic CO2.
224
00:10:04,225 --> 00:10:05,625
And then if we going to unreal,
225
00:10:07,225 --> 00:10:13,525
we can go ahead and let me just go over here to assets.
226
00:10:15,025 --> 00:10:21,625
And then, if we go exports to and real IV generic show 2008 before I
227
00:10:21,625 --> 00:10:23,325
do that, let me just quickly check.
228
00:10:24,425 --> 00:10:26,625
I set this to uniform scale of five.
229
00:10:26,625 --> 00:10:31,025
Okay, so I kind like need to know that so that I can import this and
230
00:10:31,025 --> 00:10:34,825
can set this uniform scale, also 25, and now we will just always scale
231
00:10:34,825 --> 00:10:36,825
everything based on this uniform scale.
232
00:10:37,025 --> 00:10:37,825
So that's fine.
233
00:10:38,725 --> 00:10:39,525
So let's input it.
234
00:10:39,525 --> 00:10:41,725
Double check if my material did not mess up.
235
00:10:43,025 --> 00:10:44,625
Looks like it did not, so that's good.
236
00:10:45,525 --> 00:10:49,925
So deviled I can do is I can just go ahead and I can assign up correct
237
00:10:49,925 --> 00:10:50,425
material.
238
00:10:50,425 --> 00:10:54,525
So we have IV, generic 01 and we have Ivy back over here.
239
00:10:56,025 --> 00:10:59,825
So save that and let's have a look.
240
00:11:01,025 --> 00:11:02,625
Yeah, it's looking good.
241
00:11:02,725 --> 00:11:07,225
That is feeling surprising it in all of a sudden, don't know why.
242
00:11:07,225 --> 00:11:07,725
But okay.
243
00:11:08,425 --> 00:11:11,925
Anyway, if that is bad that we can always just make it thicker.
244
00:11:12,225 --> 00:11:12,325
Now.
245
00:11:12,325 --> 00:11:15,325
The nice thing is inside of a real is that we can simply duplicate,
246
00:11:15,325 --> 00:11:18,925
for example, this one and then we can go into assets and District,
247
00:11:18,925 --> 00:11:21,825
click and drag this on to your static mesh to replace it.
248
00:11:22,325 --> 00:11:23,125
And now you can see that.
249
00:11:23,125 --> 00:11:24,825
Now, we have two different variations.
250
00:11:25,925 --> 00:11:30,025
So you can imagine that if you go ahead and you do, for example, this
251
00:11:30,025 --> 00:11:32,925
kind of stuff that you have this one and then you have like another
252
00:11:32,925 --> 00:11:38,225
one and maybe you kind like even go for like a double like this.
253
00:11:38,625 --> 00:11:43,525
Then you can very quickly create walls, that it does not so much.
254
00:11:43,525 --> 00:11:46,925
Look like these are just two pieces and that's basically the power of
255
00:11:46,925 --> 00:11:47,325
this.
256
00:11:48,125 --> 00:11:50,425
You have a just go do this.
257
00:11:52,725 --> 00:11:57,625
Here, see so it's just feels like it is all completely unique.
258
00:11:57,925 --> 00:12:00,025
You can kind like see sometimes the piece come back.
259
00:12:00,025 --> 00:12:03,725
But if you have two or three pieces or at three or four, this will
260
00:12:03,725 --> 00:12:04,325
look very good.
261
00:12:04,325 --> 00:12:06,925
But up close, it will look totally fine.
262
00:12:07,325 --> 00:12:09,525
The only thing that they do not understand this here, you can see that
263
00:12:09,525 --> 00:12:12,325
these ones are a lot thinner.
264
00:12:13,025 --> 00:12:17,025
Then they are over here and I do not really like that.
265
00:12:17,025 --> 00:12:20,225
So what I'm going to do its last thing I'm going to fix, I don't know
266
00:12:20,225 --> 00:12:22,425
why they randomized like that, that's really strange.
267
00:12:22,925 --> 00:12:25,525
Oh, by the way, you can actually also randomize this stuff.
268
00:12:26,025 --> 00:12:27,725
So maybe it's cool to just quickly.
269
00:12:27,725 --> 00:12:28,125
Do that.
270
00:12:28,125 --> 00:12:29,525
Lets save us in just in case.
271
00:12:30,825 --> 00:12:34,925
Let's go in here, go into all and that's again, the mice to
272
00:12:34,925 --> 00:12:35,725
generation.
273
00:12:38,825 --> 00:12:42,125
You see, so you can randomize generation until you get something that
274
00:12:42,125 --> 00:12:42,625
you like.
275
00:12:45,925 --> 00:12:49,325
I extend the click twice and now it is frozen.
276
00:12:50,325 --> 00:12:56,125
Okay, so that seems to be a buck for Speed 39.0, is that if you click
277
00:12:56,125 --> 00:13:01,125
on generation, two times in a row it caches but that's no problem,
278
00:13:01,125 --> 00:13:02,325
because we saved.
279
00:13:02,325 --> 00:13:03,825
So that's why I'm doing that.
280
00:13:04,425 --> 00:13:05,625
Let's go ahead and go in here.
281
00:13:06,425 --> 00:13:08,825
Zu1 randomization like that.
282
00:13:09,125 --> 00:13:11,425
Okay, so that's now even more different.
283
00:13:11,425 --> 00:13:12,125
So that's great.
284
00:13:12,525 --> 00:13:14,525
And now, if I go into my mesh is over here.
285
00:13:15,525 --> 00:13:17,325
Because they are very thin.
286
00:13:17,325 --> 00:13:22,225
For some reason, we were going to go down to, I believe our radio
287
00:13:22,225 --> 00:13:22,725
scale.
288
00:13:23,825 --> 00:13:27,825
Wait, let me make this a bit bigger because else doesn't work here.
289
00:13:27,825 --> 00:13:29,325
Mesh radio scale.
290
00:13:30,725 --> 00:13:33,325
Set is like a little bit thicker now.
291
00:13:33,325 --> 00:13:34,325
They do look fine.
292
00:13:36,625 --> 00:13:37,825
Yeah, it's strange.
293
00:13:37,825 --> 00:13:38,125
Okay.
294
00:13:38,125 --> 00:13:40,925
So let's just leave it somewhere in this range.
295
00:13:41,725 --> 00:13:44,725
If I have a look at this I do feel like there's quite a bit of empty
296
00:13:44,725 --> 00:13:45,425
space.
297
00:13:45,425 --> 00:13:49,625
So maybe I can do or play around a little bit more like my generation
298
00:13:50,225 --> 00:13:50,425
here.
299
00:13:50,425 --> 00:13:51,825
See now there's less empty space.
300
00:13:51,825 --> 00:13:55,125
So that's what I quite like, so I'm just going to go ahead and I'm
301
00:13:55,125 --> 00:13:56,125
going to save this.
302
00:13:57,125 --> 00:13:59,325
And I'm going to do one more exports game.
303
00:13:59,325 --> 00:14:02,325
Hopefully last one over here.
304
00:14:02,625 --> 00:14:02,925
Yes.
305
00:14:02,925 --> 00:14:05,925
I want to expand it and I'm just going to go ahead and I'm going to
306
00:14:05,925 --> 00:14:06,925
set this up.
307
00:14:07,925 --> 00:14:08,925
Oh wait, here won.
308
00:14:08,925 --> 00:14:09,325
The BET.
309
00:14:09,425 --> 00:14:11,625
Want to bet that this is the one I never saw it.
310
00:14:11,725 --> 00:14:12,425
Sorry about that.
311
00:14:12,825 --> 00:14:13,725
So what about that?
312
00:14:13,725 --> 00:14:15,625
This probably fixes the UVs.
313
00:14:16,625 --> 00:14:19,725
Honestly, I can't believe that I, it's because like I see these
314
00:14:19,725 --> 00:14:22,925
settings, but I don't always read them because I will see them so
315
00:14:22,925 --> 00:14:26,525
often, so let me just quickly, delete or actually?
316
00:14:26,525 --> 00:14:27,625
Now maybe not deletes.
317
00:14:27,625 --> 00:14:29,625
Let's go file import.
318
00:14:31,725 --> 00:14:37,225
Let's import our IV, generic 02 over here and then it will most
319
00:14:37,225 --> 00:14:37,725
likely.
320
00:14:38,325 --> 00:14:39,825
Yeah, it will have replaced.
321
00:14:46,425 --> 00:14:49,325
Okay, I should have deleted this one because now it is just getting
322
00:14:49,325 --> 00:14:51,525
confusing, but this is the one that we need.
323
00:14:51,825 --> 00:14:53,225
So let's just rotate this.
324
00:14:56,725 --> 00:14:58,825
IV unscored, generic underscores.
325
00:14:58,825 --> 00:14:59,325
The other two
326
00:15:00,725 --> 00:15:03,125
And now I'm just curious, you see?
327
00:15:03,225 --> 00:15:04,525
Okay, so that fix it.
328
00:15:04,625 --> 00:15:07,825
So when you're going to export settings, just do not pass the flip
329
00:15:08,525 --> 00:15:10,625
start, the flip with texture coordinate stuff.
330
00:15:10,625 --> 00:15:11,725
So that's a little bit awkward.
331
00:15:11,725 --> 00:15:12,125
That's it.
332
00:15:12,125 --> 00:15:17,825
Took me so long to find that but yeah, it's not that big of a lost of
333
00:15:17,825 --> 00:15:20,125
a loss of time, to be honest.
334
00:15:20,125 --> 00:15:23,125
So it might also be nice to just know how to fix problems.
335
00:15:23,125 --> 00:15:26,525
If you come across them, even though this was a problem that had an
336
00:15:26,525 --> 00:15:27,225
easier fix.
337
00:15:27,725 --> 00:15:30,425
But anyway, so we have this one so we can just go ahead and re-export.
338
00:15:30,425 --> 00:15:32,725
This again, like this.
339
00:15:34,425 --> 00:15:37,025
And then all we need to do is we need to go into a real highlight.
340
00:15:37,025 --> 00:15:38,525
Click the import.
341
00:15:39,425 --> 00:15:39,825
Yes.
342
00:15:39,825 --> 00:15:41,325
Reset at least two fpx.
343
00:15:41,325 --> 00:15:42,525
That is one that we need to do.
344
00:15:44,125 --> 00:15:46,525
But then all we need to do in here is we just need to
345
00:15:48,725 --> 00:15:52,725
quickly apply our leaves to the other variations and later on we can
346
00:15:52,725 --> 00:15:54,925
just have like a few different color variation.
347
00:15:54,925 --> 00:15:57,225
So we now have this stuff over here.
348
00:16:00,025 --> 00:16:03,725
And as you can see, that is working already like a lot better.
349
00:16:05,625 --> 00:16:10,425
Yeah, so now it is a lot more visible to see all of these extra
350
00:16:10,425 --> 00:16:11,225
bunches.
351
00:16:14,225 --> 00:16:15,325
It looks fine.
352
00:16:15,425 --> 00:16:18,425
Yeah, I might not really like this specific one over here.
353
00:16:18,625 --> 00:16:22,025
So if you ever have like one that you think like, no, that is too
354
00:16:22,025 --> 00:16:23,725
obvious how it is here.
355
00:16:23,725 --> 00:16:26,025
I think it is this one like that.
356
00:16:26,025 --> 00:16:27,325
You say like no, that is too obvious.
357
00:16:27,325 --> 00:16:30,225
You can always just try and like move something in front of it, like
358
00:16:30,225 --> 00:16:35,025
this, to kind like height, those really specific ends.
359
00:16:35,725 --> 00:16:37,825
So that is one way that you can just quickly.
360
00:16:39,625 --> 00:16:40,425
Work with things.
361
00:16:40,425 --> 00:16:41,725
And, for example, for this one here.
362
00:16:41,725 --> 00:16:43,925
You can also just press delete if you want.
363
00:16:48,125 --> 00:16:52,725
Do you like kind of like stuff like that and when you then export it
364
00:16:52,725 --> 00:16:53,125
again?
365
00:16:53,125 --> 00:16:54,125
So that's like fair.
366
00:16:54,125 --> 00:16:55,625
If you want to do very specific.
367
00:16:55,725 --> 00:16:59,025
If you're making this for a game, I would say like, yes, you want.
368
00:16:59,025 --> 00:16:59,425
Of course.
369
00:16:59,425 --> 00:17:03,025
We like very specific because in the game you can run around and all
370
00:17:03,025 --> 00:17:06,525
that stuff and you can really look at it up close but for tutorial I'm
371
00:17:06,525 --> 00:17:09,225
of course not going to spend a huge amount of time.
372
00:17:09,325 --> 00:17:12,725
The only thing I'm going to do is remove those little top bits also
373
00:17:13,325 --> 00:17:14,925
because they do not have a bunch in there.
374
00:17:14,925 --> 00:17:16,425
Just feel a bit of
375
00:17:21,825 --> 00:17:22,525
There we go.
376
00:17:22,925 --> 00:17:24,325
And it's also removed this one.
377
00:17:25,125 --> 00:17:27,225
Okay, that should do the trick.
378
00:17:27,625 --> 00:17:28,625
Let's go at the next spot.
379
00:17:33,725 --> 00:17:34,625
Andrea port.
380
00:17:36,025 --> 00:17:37,225
Okay, perfect.
381
00:17:37,225 --> 00:17:38,925
So now that we have done this stuff.
382
00:17:39,625 --> 00:17:39,925
Yes.
383
00:17:39,925 --> 00:17:42,825
I'm going to go over the unique variation in next chapter, but we
384
00:17:42,825 --> 00:17:44,425
still have a little bit of time left in this one.
385
00:17:44,425 --> 00:17:49,325
So let's just duplicate the IV generic and just called IV generic 02
386
00:17:50,225 --> 00:17:52,925
and maybe duplicate it again and call it 0 3.
387
00:17:53,725 --> 00:17:57,525
So if I have my IV 0 1 over here.
388
00:17:58,625 --> 00:17:59,725
Just going to drag it down.
389
00:18:00,025 --> 00:18:01,025
It would be cool.
390
00:18:01,725 --> 00:18:03,825
If I quickly grabbed some of these materials.
391
00:18:03,825 --> 00:18:07,525
So here we have like zero two and then 03 again.
392
00:18:08,925 --> 00:18:10,425
And if I don't open them up.
393
00:18:12,025 --> 00:18:13,825
And let's also just drag them over here.
394
00:18:14,225 --> 00:18:19,225
What we can hopefully do is if we go into our view and just press G
395
00:18:19,225 --> 00:18:21,525
over here too, heids our selections and everything.
396
00:18:22,325 --> 00:18:27,025
I should be able to go in here and maybe like a matte color slightly
397
00:18:27,025 --> 00:18:28,525
change the color of some of these.
398
00:18:29,225 --> 00:18:31,625
You see, I can make these like a little bit lighter over here.
399
00:18:33,825 --> 00:18:36,725
And that's what you thought, like that extra little bit of variation.
400
00:18:37,825 --> 00:18:40,625
Indeed, these I can make like a slightly lighter.
401
00:18:42,025 --> 00:18:43,525
Green color over here.
402
00:18:44,725 --> 00:18:46,125
And I can see that very quickly.
403
00:18:47,125 --> 00:18:51,925
You see difference between this and this, it is just like that extra
404
00:18:51,925 --> 00:18:53,225
little bit.
405
00:18:54,025 --> 00:18:55,925
These ones might be like a little bit too green.
406
00:18:56,125 --> 00:19:00,025
So it's really knowing that it does not remember my window position.
407
00:19:00,025 --> 00:19:03,025
That's something that I always have a little bit bothered about
408
00:19:04,825 --> 00:19:05,525
But I just had it.
409
00:19:05,525 --> 00:19:05,925
Did it.
410
00:19:05,925 --> 00:19:06,925
Yeah, it's the exact same window.
411
00:19:06,925 --> 00:19:09,925
He hadn't but it still cannot remember.
412
00:19:11,525 --> 00:19:13,025
Here, let's tone it down a little bit.
413
00:19:13,225 --> 00:19:16,525
But yeah, basically we can just play out with this until we get it to
414
00:19:16,525 --> 00:19:21,625
our liking and now we can just also go into generic CO2 and I'm just
415
00:19:21,625 --> 00:19:24,625
going to quickly do it like this because I'm not in the mood to move
416
00:19:24,625 --> 00:19:25,025
my window.
417
00:19:25,025 --> 00:19:27,725
Scan your CO2 and then click on 03.
418
00:19:29,425 --> 00:19:30,125
Like that.
419
00:19:30,925 --> 00:19:31,325
There we go.
420
00:19:31,325 --> 00:19:35,925
And now we have like a bunch of different extra variations also, so
421
00:19:35,925 --> 00:19:37,825
that's extra good.
422
00:19:39,225 --> 00:19:42,925
Stoned on my lights and maybe like duplicated over here.
423
00:19:43,525 --> 00:19:43,925
There we go.
424
00:19:43,925 --> 00:19:45,825
Just so that we have some nice lighting.
425
00:19:46,225 --> 00:19:46,925
Okay, perfect.
426
00:19:46,925 --> 00:19:49,325
So we got those done in our next chapter.
427
00:19:49,325 --> 00:19:53,325
What we will do is we will go ahead and we will move to our actual
428
00:19:53,325 --> 00:19:55,225
tunnel scene over here.
429
00:19:55,525 --> 00:19:58,225
And I want to basically show you that.
430
00:19:58,225 --> 00:19:59,225
Yeah, that's looking nice.
431
00:19:59,425 --> 00:20:02,025
I want to basically show you how to create unique IV.
432
00:20:02,025 --> 00:20:05,125
For example IV that just like hanging all the way over here and stuff
433
00:20:05,125 --> 00:20:05,625
like that.
434
00:20:05,925 --> 00:20:08,125
So I V that is specifically made.
435
00:20:08,225 --> 00:20:12,925
Wait, for a part of your scene and that's what we will be covering in
436
00:20:12,925 --> 00:20:14,225
our next chapter.
437
00:20:14,225 --> 00:20:15,025
And after that's done.
438
00:20:15,025 --> 00:20:17,325
We will just go ahead and we will start like doing placements.32349
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.