All language subtitles for 08-Creating Generic Ivy Variations

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French Download
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
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.