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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:00,925 Okay. 2 00:00:00,925 --> 00:00:04,525 So now that I went over on how to actually create an atlas texture. 3 00:00:04,825 --> 00:00:08,025 What I want to do now is I just want to go to text.com, and I'm going 4 00:00:08,025 --> 00:00:12,125 to download these cherry tree leaves over here, which you can find 5 00:00:12,125 --> 00:00:16,125 down here under your 3D scan Atlas. 6 00:00:16,725 --> 00:00:18,925 Now, once again, I explained this in last chapter. 7 00:00:18,925 --> 00:00:22,025 The reason I'm going to use these ones is because I'm going to 8 00:00:22,025 --> 00:00:24,525 generate a branch that we can use on the tree. 9 00:00:24,725 --> 00:00:29,025 However, because this winter, I was only able to find ivy leaves, 10 00:00:29,125 --> 00:00:29,625 which 11 00:00:30,025 --> 00:00:33,425 actually stay alive during winter to scan. 12 00:00:33,425 --> 00:00:36,525 So the eggs, the techniques are all exactly the same. 13 00:00:36,525 --> 00:00:39,325 The only thing is that I'm going to download this one's and I will, of 14 00:00:39,325 --> 00:00:42,625 course just Supply these because I am allowed to supply them with text 15 00:00:42,625 --> 00:00:43,125 that calm. 16 00:00:43,525 --> 00:00:44,925 So I'm downloading those. 17 00:00:45,425 --> 00:00:48,725 And then what you want to do is you want to go into speedtree and just 18 00:00:48,725 --> 00:00:49,025 go ahead. 19 00:00:49,025 --> 00:00:52,825 And if you go create a new tree, you actually want to go down here and 20 00:00:52,825 --> 00:00:54,525 you want to use a cluster over here. 21 00:00:54,525 --> 00:00:56,325 So it is a template that you can use. 22 00:00:56,825 --> 00:00:59,825 So, this one's really nice as you can see it pretty much already. 23 00:01:00,025 --> 00:01:01,625 Of shows what we are going to create. 24 00:01:01,625 --> 00:01:03,725 So it shows like over here are branches. 25 00:01:04,225 --> 00:01:05,525 Now by default. 26 00:01:05,525 --> 00:01:07,825 It has displaying you do not want to move this. 27 00:01:08,225 --> 00:01:10,025 If you want to go ahead and move out your camera. 28 00:01:10,025 --> 00:01:13,725 You can always go down here and go to perspective and then you are 29 00:01:13,725 --> 00:01:16,425 able to move it around so you can see how that this works. 30 00:01:17,225 --> 00:01:21,025 So as you can see it pretty much the same as the IV, that's like this 31 00:01:21,025 --> 00:01:25,725 trunk over here and then it basically just uses one single punch. 32 00:01:26,425 --> 00:01:29,825 And then what it has it has like a multiple different branches on. 33 00:01:29,925 --> 00:01:30,725 On top of this. 34 00:01:31,325 --> 00:01:32,825 Now this one single punch. 35 00:01:32,825 --> 00:01:36,225 I honestly I do not really like over here. 36 00:01:36,225 --> 00:01:39,425 It's like broken off but it looks way too specific. 37 00:01:39,425 --> 00:01:42,725 So what I'm going to do is I'm going to go ahead and I'm going to 38 00:01:42,725 --> 00:01:47,925 delete this and let's see if I just grab this one on here now, so we 39 00:01:47,925 --> 00:01:51,225 do definitely need to like, that's a buck. 40 00:01:54,525 --> 00:01:56,525 Okay, let me just that's a buck. 41 00:01:56,625 --> 00:01:58,225 The that should never happen. 42 00:01:58,325 --> 00:02:00,325 That's a when I try to in do it. 43 00:02:00,825 --> 00:02:02,125 So let me just try it again. 44 00:02:02,125 --> 00:02:04,525 So over here, let's go into perspective. 45 00:02:04,825 --> 00:02:07,925 So I want to just see if I can maybe like change these branches around 46 00:02:07,925 --> 00:02:08,525 a little bit. 47 00:02:10,325 --> 00:02:14,525 So I guess maybe the easiest ways actually if we hide the branch also. 48 00:02:14,525 --> 00:02:16,525 So that we only have this one left over here. 49 00:02:17,125 --> 00:02:20,025 Then if you go down here and click on perspective, and go back to your 50 00:02:20,025 --> 00:02:21,625 X and Y plane. 51 00:02:22,325 --> 00:02:23,925 Was it the xz-plane. 52 00:02:23,925 --> 00:02:24,325 Oh, 53 00:02:25,625 --> 00:02:27,925 Except I play, I don't know why my camera is so high. 54 00:02:28,125 --> 00:02:31,625 But basically what we can do is we can basically move this down and 55 00:02:31,625 --> 00:02:35,425 this will give us like a bit of like a better bunch and now we can 56 00:02:35,425 --> 00:02:38,025 just basically go in here and we can mess around with things. 57 00:02:38,425 --> 00:02:40,625 So we have like our default Branch over here. 58 00:02:40,925 --> 00:02:44,525 Now, you do not want to really play around with like two threshold 59 00:02:44,525 --> 00:02:44,925 renting. 60 00:02:44,925 --> 00:02:46,725 Let's just leave those things for what they are. 61 00:02:47,425 --> 00:02:50,125 What I do want to do is I probably want to go ahead and go to spine. 62 00:02:50,125 --> 00:02:50,625 And over here. 63 00:02:50,625 --> 00:02:52,325 I can control my length. 64 00:02:53,025 --> 00:02:54,625 Which should be fine? 65 00:02:54,625 --> 00:02:55,125 I think. 66 00:02:55,825 --> 00:02:56,825 Let's see the thickness. 67 00:02:56,825 --> 00:03:00,025 I probably want to go into my skin and I'm going to set my take this 68 00:03:00,025 --> 00:03:03,925 like a little bit tin of over here, and I'm mostly then want to go 69 00:03:03,925 --> 00:03:07,425 into spine, and just if we scroll down, I just want to basically play 70 00:03:07,425 --> 00:03:08,825 around with my noise little bit. 71 00:03:09,425 --> 00:03:12,925 So we get like some noise for what you can also do, like some early 72 00:03:12,925 --> 00:03:14,625 noise, but it does not really matter. 73 00:03:14,825 --> 00:03:17,325 So we basically just have like a basic punch. 74 00:03:17,925 --> 00:03:21,225 Now if we just quickly, hide our Leaf match so that we can actually 75 00:03:21,225 --> 00:03:22,725 see what we're doing over. 76 00:03:22,825 --> 00:03:23,425 Here we have now. 77 00:03:23,425 --> 00:03:25,425 These bunches like this. 78 00:03:26,925 --> 00:03:27,725 I don't really like this. 79 00:03:27,725 --> 00:03:30,225 So what I'm actually going to do is I'm going to go ahead and I'm 80 00:03:30,225 --> 00:03:35,725 going to delete these and I'm just gonna use a normal part geometry 81 00:03:35,725 --> 00:03:39,725 and normal branches, like this and then I should be able if I go to 82 00:03:39,725 --> 00:03:40,525 generate. 83 00:03:41,825 --> 00:03:43,425 Maybe let's set this to like here for. 84 00:03:43,425 --> 00:03:47,425 So this was the original one proportional over here and then I can 85 00:03:48,325 --> 00:03:50,025 play around with the numbers. 86 00:03:50,225 --> 00:03:52,625 The reason we are seeing this is because if we go to 87 00:03:52,725 --> 00:03:54,725 Show we want to turn off our normals. 88 00:03:55,325 --> 00:03:56,025 So okay. 89 00:03:56,025 --> 00:04:01,725 So we now we see this I can see that, I just need to go into my spine 90 00:04:01,725 --> 00:04:05,325 and actually set my length a little bit larger over here. 91 00:04:05,925 --> 00:04:08,425 And then over here, we can now go ahead and we can work on these 92 00:04:08,425 --> 00:04:08,925 punches. 93 00:04:08,925 --> 00:04:14,025 So what I'm going to do is I'm going to set in my generate, we get set 94 00:04:14,025 --> 00:04:14,925 like the number. 95 00:04:16,825 --> 00:04:18,325 You can hold it around a little bit. 96 00:04:18,325 --> 00:04:22,825 But what I like to do is I like to often, it doesn't always work. 97 00:04:22,825 --> 00:04:23,725 But let's have a look. 98 00:04:23,725 --> 00:04:26,525 If we go to forces and grab a plane of force. 99 00:04:29,825 --> 00:04:31,325 Okay, you are really far down. 100 00:04:35,125 --> 00:04:39,525 Like this, it's sometimes allows us to basically flatten out our 101 00:04:39,525 --> 00:04:40,325 branches. 102 00:04:40,725 --> 00:04:44,025 So if we just go to our branches and go to forces, internal planer. 103 00:04:45,425 --> 00:04:48,425 You see, it allows us to sort of like, flatten out of branches and it 104 00:04:48,425 --> 00:04:51,625 this will require a little bit of custom work this type of workflow. 105 00:04:52,125 --> 00:04:57,025 So if we now go back to X and Y plane, move this back into location C. 106 00:04:57,125 --> 00:04:58,725 So they are now a little bit more flat. 107 00:04:59,325 --> 00:05:00,625 You let me just move this down. 108 00:05:01,125 --> 00:05:04,725 And now if I just go into my branches, I can go to generate and let's 109 00:05:04,725 --> 00:05:07,425 set our first a little bit lower over here. 110 00:05:08,725 --> 00:05:10,125 And I lost. 111 00:05:10,325 --> 00:05:11,725 Yeah, I lost is fine. 112 00:05:12,625 --> 00:05:17,125 I'm just gonna go into my spine and I'm going to set my length over 113 00:05:17,125 --> 00:05:17,625 here. 114 00:05:18,925 --> 00:05:21,525 Quite a bit smaller near the bottom. 115 00:05:23,325 --> 00:05:24,125 And see. 116 00:05:24,125 --> 00:05:28,325 So you have to cast you can maybe like move them around a little bit 117 00:05:28,325 --> 00:05:29,925 just to give them like somebody Randomness. 118 00:05:30,125 --> 00:05:31,025 But that's looking pretty good. 119 00:05:31,025 --> 00:05:33,125 So we got some punch over here. 120 00:05:34,825 --> 00:05:37,525 Once you have these binders, you can go ahead and go to node editor. 121 00:05:37,825 --> 00:05:40,525 And if you have like one that you don't like you can always just go 122 00:05:40,525 --> 00:05:43,525 ahead and delete it and just like that we are able to. 123 00:05:43,525 --> 00:05:44,625 Also, for example, 124 00:05:46,725 --> 00:05:48,125 Mess around with things. 125 00:05:48,625 --> 00:05:51,125 Now for some reason, I'm not able, there we go. 126 00:05:51,225 --> 00:05:52,425 I was not able to select them. 127 00:05:54,325 --> 00:05:56,725 I know maybe I want to just do like some randomization. 128 00:05:57,225 --> 00:05:58,625 Let's just go to generate. 129 00:06:00,525 --> 00:06:02,525 Let's just see until I get something that I like. 130 00:06:02,525 --> 00:06:02,925 So. 131 00:06:04,625 --> 00:06:07,825 I like try to like, get like quite a bit of evenness. 132 00:06:07,825 --> 00:06:09,825 A like, something like this looks actually quite good. 133 00:06:10,125 --> 00:06:10,825 So, let's try again. 134 00:06:10,825 --> 00:06:15,325 Let's go now into note and carefully select it and now you can kind 135 00:06:15,325 --> 00:06:18,725 like move this around the way that you want it to. 136 00:06:19,025 --> 00:06:20,225 Now this is nature. 137 00:06:20,225 --> 00:06:22,625 So we don't want to go like to to uneven. 138 00:06:23,125 --> 00:06:25,825 Let's go ahead and see your start angle. 139 00:06:25,825 --> 00:06:27,425 I don't think you will be able to 140 00:06:29,325 --> 00:06:30,525 Some Pablo tation. 141 00:06:30,525 --> 00:06:30,925 No. 142 00:06:31,425 --> 00:06:31,625 Oh, yeah. 143 00:06:31,625 --> 00:06:32,425 Wait, here we go. 144 00:06:32,425 --> 00:06:35,425 Now, we are able to do some proper rotation to little bit tricky. 145 00:06:35,425 --> 00:06:38,225 To get it white, but it does work. 146 00:06:38,425 --> 00:06:41,025 It's just because we are working from like this angle. 147 00:06:42,125 --> 00:06:44,825 And what I'm going to do is I'm going to actually delete one of these 148 00:06:46,025 --> 00:06:49,725 Move this one down over here and let's just get started with something 149 00:06:49,725 --> 00:06:50,325 like this. 150 00:06:50,325 --> 00:06:53,625 And let's just actually add our leaves so that we can see if this is 151 00:06:53,625 --> 00:06:54,525 what we want. 152 00:06:54,825 --> 00:06:55,925 So we now have a bunches. 153 00:06:55,925 --> 00:07:00,225 Let's also do a quick save as because this one is quite buggy and we 154 00:07:00,225 --> 00:07:03,825 are going to call this Branch underscore material. 155 00:07:05,625 --> 00:07:07,825 So, if we are leaves, your leaves are pretty much the same. 156 00:07:07,825 --> 00:07:11,725 You just want our geometry, and you can try to go to leaves and do 157 00:07:11,725 --> 00:07:15,925 like a scattered leaves, but I'm just going to go ahead and I'm going 158 00:07:15,925 --> 00:07:19,825 to go up here and you do like, a basic normal one. 159 00:07:20,325 --> 00:07:21,725 So, we got some leaves over here. 160 00:07:22,225 --> 00:07:26,225 Now, let's go into forces and turn on planar and maybe we can like set 161 00:07:26,225 --> 00:07:29,725 the planer a little bit to make our lives a bit more interesting. 162 00:07:30,325 --> 00:07:30,625 Next. 163 00:07:30,625 --> 00:07:33,025 I want to have my leaves kind like sticking out words. 164 00:07:33,025 --> 00:07:34,125 So we want to go public. 165 00:07:34,225 --> 00:07:35,825 Only to our orientation. 166 00:07:36,925 --> 00:07:39,925 And mess around a little bit more with like are aligned. 167 00:07:41,425 --> 00:07:44,325 Also mess around a little bit more, like a folding over here. 168 00:07:45,725 --> 00:07:49,225 And are facing your sister that until we got like a pretty decent. 169 00:07:49,225 --> 00:07:54,225 Look, let's go into generate and let's set this to I just like 170 00:07:54,225 --> 00:07:54,925 proportional. 171 00:07:55,025 --> 00:07:56,325 It's one that I'm comfortable with. 172 00:07:56,325 --> 00:07:58,525 So let's go for proportional steps. 173 00:08:00,825 --> 00:08:04,525 Yeah, I'm honestly I'm fine with the generate settings. 174 00:08:05,825 --> 00:08:10,325 I think at this point we can start by doing our actual textures 175 00:08:10,325 --> 00:08:11,725 because we fully defamation. 176 00:08:11,725 --> 00:08:13,625 We need to have our actual texture and everything. 177 00:08:14,025 --> 00:08:18,125 So I think yeah this probably the correct one for now. 178 00:08:18,325 --> 00:08:24,425 So if we go ahead and go up here, we can add a new material and call 179 00:08:24,425 --> 00:08:25,925 this leaves. 180 00:08:28,625 --> 00:08:31,125 And then I'm just going to import so make sure to set them to 181 00:08:31,125 --> 00:08:31,925 two-sided. 182 00:08:33,225 --> 00:08:35,025 and I'm just going to import our 183 00:08:39,025 --> 00:08:39,925 Where are you? 184 00:08:41,125 --> 00:08:42,625 Tree leaves over here. 185 00:08:43,825 --> 00:08:48,125 So color, opacity and normal. 186 00:08:48,325 --> 00:08:49,225 Oh, no, wait for this one. 187 00:08:49,225 --> 00:08:52,925 We also want to actually have our roughness and our subsurface over 188 00:08:52,925 --> 00:08:55,425 here, maybe set the subsurface to. 189 00:08:56,025 --> 00:08:58,825 Oh, no, I think I actually want to have that in here. 190 00:08:59,525 --> 00:09:00,025 There we go. 191 00:09:00,525 --> 00:09:02,125 Okay, so we got this stuff. 192 00:09:02,225 --> 00:09:03,525 That is fine. 193 00:09:04,725 --> 00:09:07,325 Now what I'm going to do is I'm going to go to my cut out and I'm just 194 00:09:07,325 --> 00:09:10,625 going to go for like four different leaves, or maybe like five you can 195 00:09:10,625 --> 00:09:12,925 choose yourself but it feels a bit unfair. 196 00:09:12,925 --> 00:09:18,525 If I use more than 4 because we only created for for our custom Atlas. 197 00:09:19,525 --> 00:09:20,825 So you basically want to go in here. 198 00:09:22,125 --> 00:09:25,125 And these leaves, you can go fill on Geometry because they are going 199 00:09:25,125 --> 00:09:25,825 to be texture. 200 00:09:25,825 --> 00:09:27,025 So you can really like. 201 00:09:28,125 --> 00:09:31,125 Bush geometry so I can go in here and I can just start like a bunch of 202 00:09:31,125 --> 00:09:34,125 desolation like this and then I get out them. 203 00:09:35,725 --> 00:09:36,825 And we just want to do that to it. 204 00:09:36,825 --> 00:09:37,525 Four of them. 205 00:09:39,325 --> 00:09:40,225 Let's do this one. 206 00:09:53,525 --> 00:09:55,125 And a bunch of tessellation. 207 00:09:57,125 --> 00:10:00,025 So that we can just like nicely bend them around and stuff like that. 208 00:10:00,025 --> 00:10:04,225 So that will be nice and if you want you can also show like the 209 00:10:04,225 --> 00:10:07,525 backside of the leaves but those are always like a little bit of risky 210 00:10:08,025 --> 00:10:09,625 because they might not always look good. 211 00:10:09,625 --> 00:10:11,625 So I tend to just avoid that. 212 00:10:24,925 --> 00:10:30,525 And finally, let's do pole like this one over here, seems pretty fine. 213 00:10:44,725 --> 00:10:46,925 Okay, bunch of tessellation. 214 00:10:47,125 --> 00:10:47,825 There we go. 215 00:10:48,425 --> 00:10:48,725 Okay. 216 00:10:48,725 --> 00:10:49,925 So those are our leaves. 217 00:10:49,925 --> 00:10:52,925 We can now go ahead and we can just drag this onto our, actual Leaf 218 00:10:52,925 --> 00:10:53,425 meshes. 219 00:10:53,425 --> 00:10:55,025 And now you can see that we have some leave. 220 00:10:55,025 --> 00:10:55,825 So you can imagine that. 221 00:10:55,825 --> 00:10:59,625 If we break this down later on, we will be breaking down all of these 222 00:10:59,625 --> 00:11:00,125 leaves. 223 00:11:00,625 --> 00:11:02,125 So I'm just going to go into my skin. 224 00:11:02,925 --> 00:11:04,225 One, two, three, four. 225 00:11:05,925 --> 00:11:08,025 Set all of them to the leaves material. 226 00:11:10,225 --> 00:11:11,325 And then set the mesh. 227 00:11:13,225 --> 00:11:18,225 To the different meshes that we nicely, randomize these over here. 228 00:11:18,825 --> 00:11:21,725 And now what we can do is we get first of all, just like play around a 229 00:11:21,725 --> 00:11:22,125 little bit more. 230 00:11:22,125 --> 00:11:23,625 We like to generate now. 231 00:11:23,625 --> 00:11:24,725 I don't want to have too many. 232 00:11:25,225 --> 00:11:28,725 You can very quickly out, like, too many of them and then, it will not 233 00:11:28,725 --> 00:11:30,625 look as good next is. 234 00:11:30,625 --> 00:11:34,925 Maybe we can try like a collision here like a high-quality collision 235 00:11:34,925 --> 00:11:36,425 and then play out a little bit more. 236 00:11:36,825 --> 00:11:41,125 So that we are at least avoiding having them, actively Collide. 237 00:11:42,025 --> 00:11:42,825 And yes, next. 238 00:11:42,925 --> 00:11:44,825 You can play around your job role a little bit. 239 00:11:44,825 --> 00:11:47,425 So in general, you can just play around with a bunch of different 240 00:11:47,425 --> 00:11:47,925 settings. 241 00:11:48,325 --> 00:11:51,225 May be like with your first over here, to give it like a little bit of 242 00:11:51,225 --> 00:11:52,025 spacing. 243 00:11:52,625 --> 00:11:58,025 And, of course, let's not forget going into orientation, and then we 244 00:11:58,025 --> 00:11:59,825 can do like, some folding over here. 245 00:11:59,825 --> 00:12:04,725 So these ones I want to probably fold, probably fold upwards. 246 00:12:06,025 --> 00:12:09,525 Give the like a little bit of curling here and there, give them like a 247 00:12:09,525 --> 00:12:10,825 little bit of twisting. 248 00:12:12,325 --> 00:12:15,525 Play around with your vertex amount and maybe like, set a noise a 249 00:12:15,525 --> 00:12:17,325 little bit smaller here. 250 00:12:17,325 --> 00:12:21,825 See so small noise, and then little bit of vertex amount and then 251 00:12:21,825 --> 00:12:25,325 maybe also like mess around a little bit more with the Y scale. 252 00:12:27,425 --> 00:12:28,225 So you can go in here. 253 00:12:28,225 --> 00:12:31,525 You can definitely like make the top ones like a little bit smaller 254 00:12:31,525 --> 00:12:32,025 and photographs. 255 00:12:32,025 --> 00:12:34,725 You can like just in general play house with things. 256 00:12:35,925 --> 00:12:37,425 To add some variation. 257 00:12:37,925 --> 00:12:40,325 Same thing in generate with your size scalar. 258 00:12:40,925 --> 00:12:43,625 You can go ahead and just make the ones at the top a little bit 259 00:12:43,625 --> 00:12:44,225 smaller. 260 00:12:45,025 --> 00:12:49,025 And then you can kind like just mess around with all of these 261 00:12:49,025 --> 00:12:49,625 settings. 262 00:12:51,625 --> 00:12:55,825 Over here so that we have like a bunch of different settings. 263 00:12:56,025 --> 00:12:56,325 Okay. 264 00:12:56,325 --> 00:12:57,925 So now that we have something like this. 265 00:12:57,925 --> 00:12:59,225 Let's have a look. 266 00:12:59,425 --> 00:13:04,825 I'm going to make them probably like a little bit bigger in general. 267 00:13:06,025 --> 00:13:07,325 So that's looking quite nice. 268 00:13:07,525 --> 00:13:10,025 And then, what I want to do is I sometimes just want to go back into 269 00:13:10,025 --> 00:13:14,125 my branches and then in our note editors, we can go in here and we can 270 00:13:14,125 --> 00:13:14,825 basically 271 00:13:16,025 --> 00:13:18,825 Playa how it would for example over here like a hoe tations and 272 00:13:18,825 --> 00:13:20,625 everything and just get something nice out of this. 273 00:13:21,025 --> 00:13:22,625 So you have full control over this. 274 00:13:22,625 --> 00:13:26,225 You can make like spent a lot of time making this absolutely perfect 275 00:13:26,225 --> 00:13:26,925 if you want. 276 00:13:27,125 --> 00:13:28,025 That is no problem. 277 00:13:28,525 --> 00:13:30,525 So I'm going to go for something like this. 278 00:13:30,525 --> 00:13:33,725 Also this kind of overlapping you have down here. 279 00:13:34,325 --> 00:13:36,425 You want to often swine like avoided? 280 00:13:36,425 --> 00:13:40,225 Like don't have it too strongly because then it's will look a little 281 00:13:40,225 --> 00:13:45,325 bit strange because we are, of course, just form this direction is 282 00:13:45,325 --> 00:13:45,725 what we will. 283 00:13:45,825 --> 00:13:46,325 Take down. 284 00:13:46,325 --> 00:13:49,925 So if we see the leaves like over here, then it will be a little bit 285 00:13:49,925 --> 00:13:53,525 difficult to make them look nice because they do not really baked as 286 00:13:53,525 --> 00:13:53,825 well. 287 00:13:54,425 --> 00:13:56,225 So I'm going to go into my orientation. 288 00:13:56,225 --> 00:14:00,025 I'm going to see my eyeline is pretty good, like my align, I'm fine 289 00:14:00,025 --> 00:14:00,425 with it. 290 00:14:01,625 --> 00:14:04,225 My facing, I'm not good. 291 00:14:04,225 --> 00:14:06,125 So I think I will need to use forces. 292 00:14:10,525 --> 00:14:12,325 These forces are not working as well. 293 00:14:12,325 --> 00:14:13,825 Let's go into perspective. 294 00:14:16,025 --> 00:14:16,625 And see. 295 00:14:16,625 --> 00:14:18,225 So maybe if we go. 296 00:14:19,425 --> 00:14:21,125 What shall we do magnets or Direction? 297 00:14:21,125 --> 00:14:22,825 Maybe direction will work? 298 00:14:25,425 --> 00:14:26,825 So, let's just set the direction. 299 00:14:26,925 --> 00:14:27,925 Let's move it up. 300 00:14:29,025 --> 00:14:33,225 Let's go back into X and Y plane and just see if this does like a 301 00:14:33,225 --> 00:14:33,925 better result. 302 00:14:33,925 --> 00:14:36,125 So if I go into my leaf Direction, 303 00:14:38,925 --> 00:14:40,725 Yeah, yes, that does give better result. 304 00:14:40,925 --> 00:14:45,625 And then at the very end once you think, like Okay, so let's call this 305 00:14:45,625 --> 00:14:46,425 down, like 306 00:14:48,525 --> 00:14:50,925 And I'm going to move this one over here. 307 00:14:53,325 --> 00:14:54,325 A little bit higher. 308 00:14:56,325 --> 00:14:58,425 Because cells, I feel like it will does fit. 309 00:15:06,225 --> 00:15:07,525 You know, that's move it like this. 310 00:15:07,525 --> 00:15:11,625 And I'm going to maybe like set this one down like a little bit. 311 00:15:13,525 --> 00:15:17,525 Maybe move this one around a little bit. 312 00:15:21,125 --> 00:15:23,925 and these lie that's a little bit annoying, like 313 00:15:25,325 --> 00:15:25,925 Let's see. 314 00:15:25,925 --> 00:15:28,825 I'm going to move this one in so sometimes you just need a guide like 315 00:15:28,825 --> 00:15:29,625 play around with it. 316 00:15:29,825 --> 00:15:33,325 I'm going to delete this these two leaves over here. 317 00:15:34,125 --> 00:15:35,325 So, okay, so we got this. 318 00:15:35,625 --> 00:15:39,025 Now with these what you can do is you can rotate them. 319 00:15:39,025 --> 00:15:43,625 The only tricky thing about this is when you rotate them is that the 320 00:15:43,625 --> 00:15:45,125 Collision might have other ideas. 321 00:15:45,225 --> 00:15:49,025 So here, see, I am rotating them and sometimes it takes a second to 322 00:15:49,025 --> 00:15:50,625 find the correct. 323 00:15:52,325 --> 00:15:55,125 One you need for rotation by here C. 324 00:15:55,125 --> 00:15:56,325 So that's, that's the anointing. 325 00:15:56,325 --> 00:15:59,725 So with the Collision because it is colliding with it. 326 00:15:59,725 --> 00:16:02,525 It basically just tries to avoid it. 327 00:16:02,525 --> 00:16:03,725 So sometimes just deleting. 328 00:16:03,725 --> 00:16:05,925 It is often better here. 329 00:16:05,925 --> 00:16:06,725 These ones are fine. 330 00:16:06,725 --> 00:16:07,225 Like this one. 331 00:16:07,225 --> 00:16:10,625 I don't like so I can delete it and delete this one until I get like a 332 00:16:10,625 --> 00:16:12,125 favorable position. 333 00:16:13,525 --> 00:16:14,625 Same with these fancy. 334 00:16:14,625 --> 00:16:19,025 He has a once I delete these I got like more favorable positions and 335 00:16:19,525 --> 00:16:21,725 the only thing is that it's a little bit unreliable. 336 00:16:22,425 --> 00:16:25,425 That's the only thing I have to say about it, so you can't like what? 337 00:16:25,425 --> 00:16:27,325 You see, whatever works best for you. 338 00:16:30,125 --> 00:16:30,625 Over here. 339 00:16:30,625 --> 00:16:34,125 It seems like we have to sitting on top of each other, which I don't 340 00:16:34,125 --> 00:16:34,625 really like. 341 00:16:36,225 --> 00:16:39,825 Once again, like this one away, that's a scaling. 342 00:16:40,025 --> 00:16:40,825 So it's probably 343 00:16:42,225 --> 00:16:44,225 I cannot even see which one is the rotate. 344 00:16:46,125 --> 00:16:46,925 Let's just delete it. 345 00:16:49,825 --> 00:16:51,025 This one is how tight. 346 00:16:54,025 --> 00:16:55,125 And this one? 347 00:16:57,925 --> 00:16:59,325 Here we can move like down here. 348 00:17:00,325 --> 00:17:00,725 This one. 349 00:17:00,725 --> 00:17:01,225 I don't like. 350 00:17:01,225 --> 00:17:02,225 So let's delete it. 351 00:17:02,425 --> 00:17:02,825 This one. 352 00:17:02,825 --> 00:17:03,325 I don't like. 353 00:17:03,325 --> 00:17:04,025 So, let's delete it. 354 00:17:04,025 --> 00:17:05,425 See that now looks better. 355 00:17:05,425 --> 00:17:05,825 This one. 356 00:17:05,825 --> 00:17:06,525 I don't like 357 00:17:07,725 --> 00:17:09,125 This one, I don't like. 358 00:17:10,825 --> 00:17:14,525 This one I don't like so yeah, basically it can be a little bit 359 00:17:14,525 --> 00:17:17,425 fiddly, but it's a texture so you can like just want to spend your 360 00:17:17,425 --> 00:17:21,125 time on it and I'm definitely not spending as much time as I shoot on 361 00:17:21,125 --> 00:17:25,325 this, but that's because I'm just making this likewise quickly. 362 00:17:26,025 --> 00:17:27,125 Okay, so we got those. 363 00:17:27,125 --> 00:17:29,225 Let's delete this one and there you go. 364 00:17:29,225 --> 00:17:33,425 So I after a while, you will get some really nice and favorable 365 00:17:33,525 --> 00:17:36,525 positions and you just get in general like a quite a nice-looking 366 00:17:36,525 --> 00:17:37,025 texture. 367 00:17:37,225 --> 00:17:38,525 If you would look down on this, 368 00:17:39,825 --> 00:17:42,425 Another something that we roughly have right now over here. 369 00:17:42,625 --> 00:17:46,025 Yeah, I can even try to like move some stuff down here and there, so 370 00:17:46,025 --> 00:17:46,425 perfect. 371 00:17:46,425 --> 00:17:49,925 So once you are happy with it, the next thing that we need to do is we 372 00:17:49,925 --> 00:17:53,725 just need to download a fairly quick bark texture for our actual 373 00:17:53,725 --> 00:17:54,325 branch. 374 00:17:55,425 --> 00:17:59,025 So let's go ahead and go to text.com and this time I'm going into 3D 375 00:17:59,025 --> 00:18:03,825 scans and then if you go down to Wood bark, I'm going to probably grab 376 00:18:04,925 --> 00:18:05,825 like this one. 377 00:18:05,825 --> 00:18:06,525 Seems fine. 378 00:18:07,325 --> 00:18:08,625 Like, that's more than good enough. 379 00:18:10,025 --> 00:18:11,525 Do we all of them? 380 00:18:12,225 --> 00:18:15,125 Yeah, of course, that's typical that all of them are not Square, 381 00:18:15,525 --> 00:18:16,125 should be fine. 382 00:18:16,125 --> 00:18:17,925 Like it should be able to register. 383 00:18:19,225 --> 00:18:19,825 In speech. 384 00:18:19,825 --> 00:18:25,025 We so we're just going to have the Albedo no map and roughness. 385 00:18:27,825 --> 00:18:32,625 And now, if we go in here and out a, another material, call it back. 386 00:18:36,525 --> 00:18:39,425 We can now go ahead and we so I didn't mean to do that. 387 00:18:40,925 --> 00:18:42,525 Park go into settings. 388 00:18:46,225 --> 00:18:46,725 Art. 389 00:18:49,025 --> 00:18:49,925 Your textures. 390 00:18:51,025 --> 00:18:54,225 And as simply drag the settings on the, like, your base over here like 391 00:18:54,225 --> 00:18:54,525 this. 392 00:18:54,525 --> 00:18:57,525 See, so now we also have a bug done and now you have a taxi done. 393 00:18:57,825 --> 00:18:58,125 Okay. 394 00:18:58,125 --> 00:19:01,225 So at this point, of course, you just want to go ahead and like play 395 00:19:01,225 --> 00:19:02,525 around with whatever you want. 396 00:19:02,525 --> 00:19:06,125 For example, I'm going to publish that my radius to be like a little 397 00:19:06,125 --> 00:19:06,725 bit thinner. 398 00:19:06,925 --> 00:19:09,225 Although that might mess up my leaves again. 399 00:19:09,425 --> 00:19:10,225 If it does that. 400 00:19:11,025 --> 00:19:11,425 Yeah here. 401 00:19:11,425 --> 00:19:14,925 So that does little mess up my leaves and I'm not really in the mood 402 00:19:15,025 --> 00:19:15,325 for that. 403 00:19:15,325 --> 00:19:16,325 So I'm going to 404 00:19:19,025 --> 00:19:21,425 Yeah, let me just make that I just like a little bit thinner and then 405 00:19:21,425 --> 00:19:24,025 I will just pass the video and I will just like met play around with 406 00:19:24,025 --> 00:19:27,425 the leaves again because else this won't take very long. 407 00:19:28,525 --> 00:19:29,325 Okay, here we go. 408 00:19:29,325 --> 00:19:30,825 So I got something pretty decent. 409 00:19:30,825 --> 00:19:33,825 So at this point, I will save my scene and let's say that I'm now 410 00:19:33,825 --> 00:19:34,925 happy with our bark. 411 00:19:35,625 --> 00:19:40,225 Oh, and sorry, the reason I don't have my back material yet or again 412 00:19:40,225 --> 00:19:41,525 is because I crashed. 413 00:19:43,025 --> 00:19:44,925 Like seconds after I press pause. 414 00:19:44,925 --> 00:19:47,625 So let me just very quickly re art. 415 00:19:49,725 --> 00:19:51,425 Maybach material over here. 416 00:19:55,525 --> 00:19:56,025 There we go. 417 00:19:56,125 --> 00:19:57,425 Okay, perfect. 418 00:19:57,425 --> 00:19:59,225 So, we now got these pieces over here. 419 00:19:59,225 --> 00:20:00,525 That's all totally fine. 420 00:20:00,625 --> 00:20:04,825 So, what we can do now is we can render this out to become an actual 421 00:20:04,825 --> 00:20:05,325 texture. 422 00:20:05,825 --> 00:20:08,325 So the way that you want to do that is you want to go down here and 423 00:20:08,325 --> 00:20:13,625 you want to export material like this and what a export material will 424 00:20:13,625 --> 00:20:15,625 do is it will keep overall. 425 00:20:15,625 --> 00:20:19,225 It will basically register our viewport and then it will export a 426 00:20:19,225 --> 00:20:21,025 material based upon this viewport. 427 00:20:21,825 --> 00:20:25,125 You can also do this with, for example, if you want to have 428 00:20:25,325 --> 00:20:27,525 Distant trees on a plane or something like that. 429 00:20:27,625 --> 00:20:30,025 So buildbot billboard trees. 430 00:20:30,025 --> 00:20:30,525 Sorry. 431 00:20:31,025 --> 00:20:35,725 So what we can do is we can go ahead and do like a another texture 432 00:20:35,725 --> 00:20:39,825 that will call Branch or actually custom. 433 00:20:41,025 --> 00:20:43,725 Branch texture. 434 00:20:45,625 --> 00:20:46,325 Over here. 435 00:20:46,825 --> 00:20:48,325 So let's just use this one. 436 00:20:48,525 --> 00:20:50,325 So 2048 by 2048. 437 00:20:50,325 --> 00:20:51,625 Yeah, that's more than enough. 438 00:20:52,025 --> 00:20:53,225 So I'm not too worried about that. 439 00:20:53,225 --> 00:20:56,125 We don't want to have shadows on because then it will try to bake in 440 00:20:56,125 --> 00:20:56,925 the shadows. 441 00:20:57,325 --> 00:21:00,025 So often most of this stuff is totally fine. 442 00:21:00,025 --> 00:21:01,325 Like, it's already by default. 443 00:21:02,125 --> 00:21:03,125 We we are. 444 00:21:03,125 --> 00:21:06,825 We want to have an opacity definition, that it will have like an offer 445 00:21:06,825 --> 00:21:08,025 around all of our Lives. 446 00:21:08,325 --> 00:21:09,625 We want to have a normal. 447 00:21:09,625 --> 00:21:11,125 We want to have a gloss or do. 448 00:21:11,125 --> 00:21:13,425 We will call it roughness. 449 00:21:14,825 --> 00:21:16,425 We do not need an AO map. 450 00:21:16,625 --> 00:21:19,225 We do not need subsurface, scattering that those ones. 451 00:21:19,225 --> 00:21:21,925 I'm not going to have in this instance. 452 00:21:22,425 --> 00:21:24,225 So this should be like quite easy. 453 00:21:24,225 --> 00:21:27,825 So, Bessie, normal roughness, and this one should be like the base 454 00:21:27,825 --> 00:21:28,225 color. 455 00:21:28,225 --> 00:21:28,825 So, 456 00:21:30,025 --> 00:21:31,925 We probably want to just call it base color. 457 00:21:32,725 --> 00:21:35,025 And once you are done with that, you can press. 458 00:21:35,025 --> 00:21:35,425 OK. 459 00:21:35,825 --> 00:21:36,725 And then it will ask you. 460 00:21:36,725 --> 00:21:37,825 Where do you want to save it? 461 00:21:37,825 --> 00:21:39,925 So we are going to save the near it. 462 00:21:39,925 --> 00:21:41,225 Will ask you the file format. 463 00:21:41,225 --> 00:21:47,625 So I like TGA and then we can press save and let that run, which will 464 00:21:47,625 --> 00:21:48,425 take a second. 465 00:21:49,925 --> 00:21:52,425 Once it is done, it will automatically close the window. 466 00:21:52,425 --> 00:21:55,825 And now she can see you will have these four pieces. 467 00:21:56,225 --> 00:22:01,325 So if we go ahead and we're going to go into Photoshop to open them up 468 00:22:01,325 --> 00:22:01,925 over here. 469 00:22:02,325 --> 00:22:02,825 You can see that. 470 00:22:02,825 --> 00:22:04,025 Now we have a normal map. 471 00:22:04,625 --> 00:22:06,525 We have a base color map. 472 00:22:06,625 --> 00:22:09,125 We have a roughness map and we have an opacity map. 473 00:22:09,125 --> 00:22:11,325 You can clearly see on the opacity map. 474 00:22:11,425 --> 00:22:14,325 The other Maps if you, for example, dragging your opacity, 475 00:22:15,125 --> 00:22:15,725 Over here. 476 00:22:17,125 --> 00:22:20,625 Then what you can do is you can, for example, quickly, go in here and 477 00:22:22,625 --> 00:22:25,725 this way, you should be able to guide like she told him or what or 478 00:22:25,725 --> 00:22:29,625 what I can do is of course I can just quickly just to Showcase you 479 00:22:30,125 --> 00:22:35,125 select color range just like like the black pieces and then I can go 480 00:22:35,125 --> 00:22:36,025 ahead and I can 481 00:22:37,325 --> 00:22:37,525 here. 482 00:22:37,525 --> 00:22:37,825 See. 483 00:22:38,725 --> 00:22:41,725 So now you can see that everything is working. 484 00:22:41,725 --> 00:22:42,525 Totally fine. 485 00:22:42,625 --> 00:22:46,425 I just want to also do a very quick check with my base color. 486 00:22:46,525 --> 00:22:49,725 So select color range. 487 00:22:50,225 --> 00:22:54,125 Okay, and then I just want to go ahead and just add like a solid 488 00:22:54,125 --> 00:22:54,625 color. 489 00:22:54,725 --> 00:22:55,325 There we go. 490 00:22:55,525 --> 00:22:58,425 Okay, and that's basically how we can generate punch textures. 491 00:22:58,725 --> 00:23:02,125 And of course you can use your generate functions inside of speedtree 492 00:23:02,125 --> 00:23:04,125 to generate multiple different variations. 493 00:23:05,325 --> 00:23:08,525 Now, of course, at this point, what you want to do is you might want 494 00:23:08,525 --> 00:23:11,325 to like play around a little bit more with your colors, like maybe 495 00:23:11,325 --> 00:23:13,825 like the grayscale cause anything like that. 496 00:23:14,325 --> 00:23:17,025 I will also play around with that but I always like to first of all 497 00:23:17,025 --> 00:23:21,025 get started with actually having a tree so that I can properly preview 498 00:23:21,025 --> 00:23:21,325 it. 499 00:23:21,725 --> 00:23:25,125 So what we are going to do in the next few chapters is, we are going 500 00:23:25,125 --> 00:23:28,925 to create our first three and we are going to actually use these punch 501 00:23:28,925 --> 00:23:32,625 textures as the main textures on the tree along with of course, just 502 00:23:32,625 --> 00:23:34,425 like a trunk texture for 503 00:23:34,625 --> 00:23:39,525 Um taxes.com, but I hope that you can now understand how that I would 504 00:23:39,525 --> 00:23:43,325 go over on how to quickly generate these type of Branch textures. 505 00:23:43,325 --> 00:23:44,825 If I need to do them myself. 506 00:23:45,625 --> 00:23:48,525 The next stop would be if you want to do much more advanced than 507 00:23:48,525 --> 00:23:51,025 everything would be to actually do to your 3D modeling program. 508 00:23:51,025 --> 00:23:54,825 Like for example, my or Max, and then bake it down just like, you 509 00:23:54,825 --> 00:23:57,825 would bake down the decals that we create like the hood. 510 00:23:57,825 --> 00:23:58,425 Decals. 511 00:23:58,825 --> 00:24:00,725 You would basically just bake it down like that. 512 00:24:01,225 --> 00:24:03,225 And then you would basically get the same result. 513 00:24:03,425 --> 00:24:04,425 But of course, it would take. 514 00:24:04,525 --> 00:24:08,325 Much longer to add some small, variations to your leaves and stuff 515 00:24:08,325 --> 00:24:08,625 like that. 516 00:24:08,625 --> 00:24:12,525 So let's go ahead and continue to the next chapter where we will work 517 00:24:12,525 --> 00:24:13,725 on how to create a39268

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