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Okay, so sorry for the quick cut.
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I didn't realize about the time.
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So now that we have our old version over here.
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What we can do is we can also just quickly create a younger version
5
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and this one should be quite easy.
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We can go ahead and first of all, you know, old version.
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I'm just double-checking that my yeah.
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Okay.
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So this which I find you can if you want.
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Like minimize, maybe the segment's in here, but I'm going to use LEDs
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for that.
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So I'm not too worried.
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So yeah, let's do a save as and just save this as three.
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Number 02 over here.
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I already had a file like that because I crashed.
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Unfortunately, but okay.
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So this now 302 and what we can do in here is let's get started by
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just getting this off.
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This little cap.
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We have a truck trunk over here.
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Let's set the size like 15.
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Yes, that this is like a lot smaller and then in our skin we can set.
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Let's make this a bit bigger.
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We can set the absolute down like this.
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So that's quite good and for the cash you get off course just like
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play around with a few things.
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For example, if you want to play hard like with your noise a bit more.
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You can also work with that.
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I'm gonna actually yeah, I think I'm actually going to stay with what
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we have right now.
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So next stop is that we have like our little punch over here.
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And I kind of need to decide, so I feel like our little bar just we
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would already have.
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Oh, no, wait, actually.
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Yes, this is correct.
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This is correct.
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Having punching you.
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I'm going to
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Swai.
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And first of all, maybe do like some random generation.
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So, let's go to the big branches, and let's just go up here to, why
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can I never find this?
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Here we go ahead, and I'm seeds.
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I want to go ahead and just do like a randomize owl.
45
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Ooh, I like that.
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I liked it, but I want to have them like less long.
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So what I'm going to do now is I'm going to go into my spine.
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I'm going to try and like make them little bit less Long over here.
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Maybe also work a little bit more with like the Align.
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Which is that's the start angle.
51
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We had our line probably doesn't work with the large party.
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So we probably want to like set the start angle little bit up as if
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the tree is really like going.
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So it's trying to go upwards and this will also just condense
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everything into like a small area that if we go to my little bar and
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she's our might want to just play around with my generate.
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where,
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Now I think the amount is fine.
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I think we just want to go ahead and like player out a little bit
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more, like, a first, he had to get like a few extra Bond.
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She's in the center over here.
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And once we've done that, we can go into our leaf and the number of
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leaves, maybe like tone it down, because it is like a new growing
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Bunch.
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So, here, let's do like three orientation.
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That's once you get like a line this out a little bit.
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Okay, so we got that also and then what I'm going to do, some gonna
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probably go back to my big bunches and just with the notes.
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I want to carefully do like a little bit of manual hand placement.
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Here C and then you can very quickly.
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Also generates a nice.
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Smaller version of your tree.
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That's always annoying.
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When it's
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When I want to move it up, but it's deciding that I, that it is going
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to move down.
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All right, there we go.
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Now we now we got a bag.
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I'm yeah.
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Actually, you know what?
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I quite like that.
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Maybe like a come on.
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Tiny bit less.
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There we go.
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So we got that one over here.
86
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This one feels very empty.
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To be honest here.
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Let's just do like a tiny bit of scaling, so that it creates a few
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more branches over here.
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Yeah, and I think like something that like, this looks quite nice.
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So, there we go.
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It's now we also have like a little tree and just like that you can
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just keep going and going and going and you can also, of course, K,
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different types of trees.
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For example, if you make trunk way bigger, you can create like oak
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trees.
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Of course, you would need the coax leaves but in general,
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This is looking pretty good.
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So I'm going to save this.
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I'm going to quickly.
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Also open up our original tree over here, and let's just go ahead and
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do an export.
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So, we have a tree over here.
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We already went over the general Branch optimizations as far as I can
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see, so I'm not too worried about that.
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Yeah, because the smaller ones.
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If I lower them even more, they would just become well, I might be
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able to lower them, just in the underway.
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It's because the radial I already lowered, the reason that the lady
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looks like this here.
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I might, if I set this to 0.
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And then set the absolute your then I can control the radio little bit
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better.
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So I'm going to have this like
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Yeah, pretty much at once that we only have twelve thousand because
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these branches are so thin.
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Right now, they are just High angles basically, but from a distance,
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that should be totally fine.
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So, okay, we have this.
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Let me do one last save.
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And now what we can do is we can get export because material.
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Why is this XD?
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Very basic.
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It's very simple.
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The only things that we do need to probably do some balancing.
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Maybe even if Photoshop to make it look good inside of unreal, so we
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are going to export the game.
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Exports.
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By a form.
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Speedtree.
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That was correct.
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Actually, 301 safe.
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Yes, I'm fine with all of this because it is still.
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Correct.
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So we can just go ahead and press export and let's open up Maya.
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Here we go.
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So we are back in Maya.
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I'm going to turn off my phones and I'm going to import.
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My.
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Oops, wrong one exports from speed 30.
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I will need to clean this up later on but we're almost there.
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The trees actually last time that we are actually lost two models that
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we need to create and after that it will just be a bonus chapter.
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So you are almost done with this tutorial course.
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Congrats.
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So, okay.
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We have a tree over here.
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Move it up.
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Yeah, I think for the size.
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We probably want to end up like scaling it more of course, but let's
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just start with this size over here.
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You can see like the geometry on these leaves.
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They are a little bit high.
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So we probably want to like reduce those you yeah, it might be better
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if we do that right now because if we do it later on, it becomes a
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little bit more annoying.
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So let's just go into your edit.
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There we go, and just do debts and you will see that.
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That's will actually make a very large difference.
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So now we are only at 60,000 trees.
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I believe it was like double before that.
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So let's just go ahead and do one quick export again.
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Yeah, I want to replace it.
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And I win here.
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You can just quickly.
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Delete that one.
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That's no problem.
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And then just re-import it.
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There we go.
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So quickly done that just to make sure that it's optimized.
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And now let's just copy the name.
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Let's go ahead and
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Ungroup, delete the old one based in name applied to a layer.
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Give the layer name.
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It's the same stuff over and over and over again.
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There we go.
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So now we have full control over here.
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And what I'm going to do now is I just like to do like a quick check
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to make sure like, sometimes I don't really like stuff like this where
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I just want to
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Quickly, delete it.
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And then like carefully also delete that one.
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So that's also why I like to you often have it first into Maya so that
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I can just very quickly see if I don't like something and then I can
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just get rid of it like that.
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So it's just like it's if you're very picky, but basically now that we
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are done with this one and everything should be shut up.
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We can go ahead and we can save us in and we can export this to
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unreal.
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And then we will see how it looks.
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And then later on.
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We will also just do like the smaller one so exports to unreal.
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So I close my eyes.
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I just need to redo my settings.
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Three underscore 01.
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And we can just do normal export.
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Now, one last thing is quickly, go to Speed 3 and 30 to, because I'm
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worried that I might forget.
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I'm just going to edit the leaf and just tone down again.
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There we go.
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And save.
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So I was just going to quickly turn it down.
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And if you want you can of course already just quickly export this.
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That's no problem.
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It does not take any extra effort.
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There we go.
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So, now that we've done this, let's go ahead and go into unreal and
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it's actually properly set.
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Up.
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So in here, let's first of all, go to, Texas.
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Three, I'll score branch.
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And I'm also going to go textures drunk over here.
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So 30 time bark, I should call that bark right-click.
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Rename.
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There we go.
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And I'm just going to go import my textures.
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So first of all, let's do the back one.
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That one is very easy.
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It is this open up your normal map, and let's not forget to quickly.
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Press the flip green Channel, because these come from taxes.com.
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And then I'm going to go for my tree branch.
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And let's just navigate.
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Where are you custom punch texture.
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There we go.
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So we can go ahead and we can use these four of them.
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Yes.
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I think I need out for them.
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And once you can just go into your normal flip, the green Channel
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Hound, that should be fine.
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Because I baked in direct, except Leaf obvious will notice soon
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enough.
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So, we got these done.
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Now.
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Let's go ahead and go into assets.
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Let's import our tree.
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Here we go.
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Default settings should still apply.
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Then the first thing I want to do is I probably want to just drag it
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in and just see.
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I think I want to probably scale it up this one quite a bit more.
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So let's go.
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Yeah, because then if it's standing here, let's scale It Up by 1.5,
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maybe 01.
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.50 to.
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Let's try 1.5 first.
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Yeah, you see 1.5 is already more than not because this is like the
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big one because we also have like a small one.
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So that's all.
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We're looking really cool.
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Even as like just a gray scale.
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So we can now go ahead and go to our materials.
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I believe that we have like in simple IV bark, which we can duplicate,
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and we can call this one back on score 01.
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Open it up.
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And let's go ahead and go to bark.
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Would normal roughness.
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Set the color back to like normal color, maybe like a little bit crazy
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over here.
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And then if we go to into our tree, we can start by just, you know, I
260
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will just wipe my tree for the first time in here.
261
00:12:19,325 --> 00:12:22,925
And then if I go to my materials, let's grab my back because it is
262
00:12:22,925 --> 00:12:24,325
looking a little bit white-ish.
263
00:12:24,325 --> 00:12:27,125
Show save.
264
00:12:28,225 --> 00:12:29,725
Oh, no, it's not as bad.
265
00:12:31,425 --> 00:12:34,925
I feel like I want to have control over my Norm map, in this case
266
00:12:35,225 --> 00:12:36,025
here, first of all, to
267
00:12:36,225 --> 00:12:36,825
Has coffins.
268
00:12:39,025 --> 00:12:41,225
That's will also like make a difference.
269
00:12:41,425 --> 00:12:44,025
But I think what I'm going to do is let's go into a solid master.
270
00:12:46,225 --> 00:12:49,425
And let's see if we can have some control over the norm map by adding
271
00:12:49,425 --> 00:12:53,025
a flattened normal notes over here.
272
00:12:54,225 --> 00:12:55,725
Along with the scalar parameter.
273
00:12:55,925 --> 00:12:58,225
That we work, all normal.
274
00:12:59,925 --> 00:13:00,725
Intensity.
275
00:13:01,325 --> 00:13:05,225
And often we need to go in -1 if we are using opengl.
276
00:13:05,425 --> 00:13:07,025
So let's just plug this in here.
277
00:13:09,125 --> 00:13:10,025
And it's have, look.
278
00:13:13,925 --> 00:13:14,525
Come on.
279
00:13:15,725 --> 00:13:16,525
You can do it.
280
00:13:21,125 --> 00:13:25,225
It's strange how sometimes it just takes random long amount of time.
281
00:13:26,425 --> 00:13:28,925
Okay, so let's go into a boxer one.
282
00:13:31,425 --> 00:13:34,525
Set the normal strength device do like - 50 k.
283
00:13:34,525 --> 00:13:35,925
So I'm able to use it.
284
00:13:35,925 --> 00:13:41,325
So - 3 may be getting minus 3 is pretty good.
285
00:13:41,825 --> 00:13:47,125
Now as for the UVS, you are able to control the TVs in here, but since
286
00:13:47,125 --> 00:13:51,325
we are already inside of unreal, it might sometimes as like a little
287
00:13:51,325 --> 00:13:55,225
cheat, just be easier to add a scalar parameter.
288
00:13:56,425 --> 00:14:00,625
That you will call tiling and set the default value to 1.
289
00:14:01,525 --> 00:14:04,225
And this only works of course for Tyler ball, materials, not for the
290
00:14:04,225 --> 00:14:04,825
other ones.
291
00:14:05,125 --> 00:14:09,925
And then if you add a texture, coordinate, notes, just right-click
292
00:14:09,925 --> 00:14:13,225
texture, coordinate and a multiply node.
293
00:14:14,025 --> 00:14:17,725
You can basically multiply these two and this will give you control
294
00:14:17,725 --> 00:14:19,525
over your UVS because you are
295
00:14:20,625 --> 00:14:25,625
Adding base, you are adding to your texture Corner noting your text
296
00:14:25,625 --> 00:14:30,525
record node, not coordinates note will control your actual UVS.
297
00:14:30,725 --> 00:14:31,825
So if you save this
298
00:14:36,025 --> 00:14:39,825
And if we then go ahead and open up our material again.
299
00:14:40,625 --> 00:14:42,025
Should really just keep it open.
300
00:14:42,925 --> 00:14:46,425
Yeah, if I set my time to like 0.5, it becomes bigger.
301
00:14:46,825 --> 00:14:50,725
Now, normally you do not really want to go below 1 because then it can
302
00:14:50,725 --> 00:14:51,425
give you
303
00:14:53,025 --> 00:14:53,625
errors.
304
00:14:55,125 --> 00:14:59,225
However, in this specific case, if you cannot see anything, when you
305
00:14:59,225 --> 00:15:03,425
look at it edit form like a far, then I personally am not too worried
306
00:15:03,425 --> 00:15:03,925
about it.
307
00:15:04,425 --> 00:15:06,325
So, we got over here, a tree bark.
308
00:15:07,325 --> 00:15:10,625
I would say, maybe let's make it like a little bit more.
309
00:15:13,525 --> 00:15:17,925
Like a tiny bit more, like a brownish color over here, and that should
310
00:15:17,925 --> 00:15:18,325
be fine.
311
00:15:18,325 --> 00:15:20,125
So, I'm happy with that.
312
00:15:20,125 --> 00:15:23,525
Let's now, go ahead and go on with, like actual leaves for which we
313
00:15:23,525 --> 00:15:24,325
can use our IV.
314
00:15:24,325 --> 00:15:24,825
Generic.
315
00:15:24,825 --> 00:15:27,825
Let's just duplicate this one and just call this.
316
00:15:29,225 --> 00:15:32,425
Three branch on the score, the 01.
317
00:15:32,625 --> 00:15:35,725
And of course, if you want, you can like get multiple different
318
00:15:35,725 --> 00:15:39,425
textures for your tree branches to again, apply variation.
319
00:15:39,925 --> 00:15:42,025
However, I'm going to just open this one up.
320
00:15:45,425 --> 00:15:46,425
Have it over here.
321
00:15:49,625 --> 00:15:53,225
Three branch and now it is Moshe just going to be us balancing a
322
00:15:53,225 --> 00:15:53,725
little bit.
323
00:15:54,725 --> 00:15:55,625
We have this one.
324
00:15:56,425 --> 00:16:00,525
We have a normal and now for a subsurface.
325
00:16:00,925 --> 00:16:03,725
I need to add like a little bit more control over here.
326
00:16:04,325 --> 00:16:05,825
Let's open up our foliage master.
327
00:16:07,625 --> 00:16:10,225
So what we can do in here is we can have a
328
00:16:11,225 --> 00:16:17,325
static switch parameter that we will call has sub map.
329
00:16:18,125 --> 00:16:20,825
If these two, we will use this.
330
00:16:22,225 --> 00:16:25,725
However, if it is false, we will use.
331
00:16:27,525 --> 00:16:28,325
Duplicate this.
332
00:16:30,525 --> 00:16:33,925
If it is false, we will use this one which just does not use the map.
333
00:16:33,925 --> 00:16:35,625
It just uses a simple color.
334
00:16:37,025 --> 00:16:40,425
And by default, I want to just have the default a true because that is
335
00:16:40,425 --> 00:16:42,725
the one that we use the most next.
336
00:16:42,725 --> 00:16:43,625
For our roughness.
337
00:16:43,625 --> 00:16:52,325
I can do another, static switch parameter has roughness, map by
338
00:16:52,325 --> 00:16:52,825
default.
339
00:16:52,825 --> 00:16:53,625
It is false.
340
00:16:54,725 --> 00:16:58,025
However, if we go over here,
341
00:16:59,125 --> 00:17:00,125
If it is true.
342
00:17:02,525 --> 00:17:04,925
We can simply have an ATS converts to parameter.
343
00:17:07,825 --> 00:17:10,625
We will use our roughness map like this.
344
00:17:11,125 --> 00:17:12,525
Okay, so we got those pieces.
345
00:17:12,525 --> 00:17:13,925
So that's also good.
346
00:17:15,525 --> 00:17:20,125
I'm going to add one more note, and it is called a lightness note.
347
00:17:22,625 --> 00:17:28,325
Lighting got I forgot what it was called.
348
00:17:29,825 --> 00:17:30,625
Lights.
349
00:17:33,025 --> 00:17:33,925
Brightness.
350
00:17:35,825 --> 00:17:37,125
Let me just quickly, look it up.
351
00:17:37,925 --> 00:17:38,925
Okay, I got it.
352
00:17:38,925 --> 00:17:40,125
I got a bit confused.
353
00:17:40,225 --> 00:17:44,125
I create a scalar parameter that I call light nurse.
354
00:17:45,125 --> 00:17:46,325
And I set the scaling parameter.
355
00:17:46,325 --> 00:17:49,025
I believe a default of 1 and I just multiply this.
356
00:17:49,425 --> 00:17:53,525
So that's why I was thinking of the note, but the lightness notes, he
357
00:17:53,625 --> 00:17:54,925
does not exist in real.
358
00:17:55,125 --> 00:17:56,925
So if you do this, I just need to double-check.
359
00:17:56,925 --> 00:17:59,825
That one is the default and not zero.
360
00:17:59,925 --> 00:18:01,625
So, let's see, see how becomes
361
00:18:03,925 --> 00:18:06,425
I said civil or one that's tricky.
362
00:18:07,225 --> 00:18:08,825
If I do this, does it change know?
363
00:18:08,825 --> 00:18:10,225
Okay, so one is the default.
364
00:18:10,225 --> 00:18:13,325
So let's keep it to one because we do not want to accidentally change,
365
00:18:13,325 --> 00:18:14,625
all of our other textures.
366
00:18:15,125 --> 00:18:17,025
So now we can go ahead and we can save this.
367
00:18:19,325 --> 00:18:21,625
So now, if we go ahead and go in here.
368
00:18:23,825 --> 00:18:25,625
We have our tree branch.
369
00:18:28,525 --> 00:18:32,225
Which uses are for its Master, but where are my o'dare?
370
00:18:33,025 --> 00:18:33,825
I just had the skull.
371
00:18:34,125 --> 00:18:36,725
So okay, we have at a bunch over here.
372
00:18:36,725 --> 00:18:39,825
It now has a roughness as fine subsurface color.
373
00:18:39,825 --> 00:18:42,225
Let's go for like a little bit more of like a Greener color.
374
00:18:43,125 --> 00:18:44,325
We have some lightness over here.
375
00:18:44,325 --> 00:18:47,525
So this is nice because this allows me to basically, because remember
376
00:18:47,525 --> 00:18:49,125
how I said like, it feels a bit dark.
377
00:18:49,425 --> 00:18:52,925
This allows me to just control that one thing that looks a bit
378
00:18:52,925 --> 00:18:53,225
strange.
379
00:18:53,225 --> 00:18:54,625
Is why is this?
380
00:18:56,525 --> 00:18:57,225
Green.
381
00:18:57,525 --> 00:18:58,625
Oh, that's most likely.
382
00:18:58,625 --> 00:19:00,825
Just a subsurface being a little bit too strong.
383
00:19:01,025 --> 00:19:05,425
So we probably want to go into a subsurface sets to like 0.2 and we'll
384
00:19:05,425 --> 00:19:06,325
just mess around with it.
385
00:19:06,325 --> 00:19:09,225
So let's first of all, apply it before we start doing that.
386
00:19:09,925 --> 00:19:10,725
Let's go in here.
387
00:19:12,225 --> 00:19:15,325
Let's select our three branch.
388
00:19:16,625 --> 00:19:17,325
And apply.
389
00:19:18,525 --> 00:19:19,125
Okay.
390
00:19:19,225 --> 00:19:20,625
So this is what we got right now.
391
00:19:20,625 --> 00:19:22,925
Let's have a look here.
392
00:19:22,925 --> 00:19:24,325
See, it's really, really dark.
393
00:19:24,725 --> 00:19:26,825
So that's something that we definitely need to work on.
394
00:19:27,925 --> 00:19:29,325
Let's get started.
395
00:19:29,525 --> 00:19:33,125
If we go in here, first of all, let's turn on that.
396
00:19:33,125 --> 00:19:34,225
It has a roughness map.
397
00:19:34,225 --> 00:19:36,525
Let's turn off that it has a subsurface map.
398
00:19:39,825 --> 00:19:42,725
Okay, let's set my subsurface to maybe, like .5.
399
00:19:44,125 --> 00:19:46,125
Let's set my lightness to maybe like five.
400
00:19:49,625 --> 00:19:53,425
Maybe even 10 yet, set my likeness to like 10 like super high, but
401
00:19:53,425 --> 00:19:57,825
then set my desegregation to maybe like point seven or something, just
402
00:19:57,825 --> 00:19:59,025
to tone it down again.
403
00:20:01,025 --> 00:20:03,925
So, that is looking pretty nice.
404
00:20:03,925 --> 00:20:06,325
I do want to have my colors here.
405
00:20:06,325 --> 00:20:08,125
Let's go to my color and let's definitely.
406
00:20:08,125 --> 00:20:09,425
Oh, wow.
407
00:20:09,625 --> 00:20:14,225
I was literally you already having my color so dark, so I want to go
408
00:20:14,225 --> 00:20:17,625
for maybe like a little bit of like a yellowish tone.
409
00:20:19,925 --> 00:20:25,125
Like that with my color, quite bright, so that's looking pretty good
410
00:20:25,125 --> 00:20:25,725
already.
411
00:20:28,325 --> 00:20:30,225
So I can just look through it.
412
00:20:33,725 --> 00:20:36,225
So yeah, that is actually looking pretty nice.
413
00:20:36,825 --> 00:20:38,325
So we got these ones.
414
00:20:38,625 --> 00:20:40,125
How do they fit in with the rest?
415
00:20:41,225 --> 00:20:41,925
Feel like that.
416
00:20:42,125 --> 00:20:47,025
My colors might want to go a little bit more in the green area XE, and
417
00:20:47,025 --> 00:20:48,225
let's set my desaturation.
418
00:20:48,225 --> 00:20:49,425
Maybe to like .5.
419
00:20:51,125 --> 00:20:52,725
I want the most, you look at it from a distance.
420
00:20:52,725 --> 00:20:54,525
Let's say, .6 x knee.
421
00:20:55,125 --> 00:20:56,325
And my lightness.
422
00:20:56,325 --> 00:21:00,725
I don't know, 5 10 15.
423
00:21:01,425 --> 00:21:01,525
Yeah.
424
00:21:01,525 --> 00:21:01,725
Okay.
425
00:21:01,725 --> 00:21:03,025
So I think 10 is fine.
426
00:21:04,125 --> 00:21:05,725
Roughness is using a roughness map.
427
00:21:05,725 --> 00:21:07,525
So it should not really be affected.
428
00:21:09,125 --> 00:21:11,125
I'll subsurface I can set to 1.
429
00:21:12,625 --> 00:21:13,225
It's a bit strong.
430
00:21:13,225 --> 00:21:14,625
Let's do you see how .7
431
00:21:16,825 --> 00:21:19,125
And now it's starting to look a little bit nicer.
432
00:21:19,525 --> 00:21:20,925
Let's go into our bark.
433
00:21:22,925 --> 00:21:23,325
And that's it.
434
00:21:23,325 --> 00:21:26,725
My color for my bark a little bit brighter over here also.
435
00:21:28,525 --> 00:21:30,025
Get them might be a little bit too much.
436
00:21:33,125 --> 00:21:33,825
Like this.
437
00:21:33,825 --> 00:21:34,125
Okay.
438
00:21:34,125 --> 00:21:35,325
So we have our bark.
439
00:21:36,225 --> 00:21:36,825
Let's see.
440
00:21:36,825 --> 00:21:37,325
What else.
441
00:21:37,725 --> 00:21:40,425
My normal map is in the right direction.
442
00:21:41,325 --> 00:21:42,125
Looks like it.
443
00:21:42,125 --> 00:21:46,725
Let's just double check by going into our known map and just
444
00:21:48,625 --> 00:21:50,825
While looking at it, flipping the green Channel.
445
00:21:54,925 --> 00:21:55,325
I don't know.
446
00:21:55,325 --> 00:21:56,525
Is it in the right direction?
447
00:21:59,325 --> 00:22:00,625
It's really difficult to see.
448
00:22:02,725 --> 00:22:03,525
To be honest.
449
00:22:07,025 --> 00:22:09,625
Yeah, I think if we flip the green Channel this in the correct
450
00:22:09,625 --> 00:22:12,625
direction over here, sometimes it's just quite difficult to see that
451
00:22:12,625 --> 00:22:13,125
guy stuff.
452
00:22:13,525 --> 00:22:15,025
But now that's looking pretty good.
453
00:22:15,525 --> 00:22:16,825
So that's quite nice.
454
00:22:17,125 --> 00:22:18,125
I feel like
455
00:22:20,125 --> 00:22:23,225
Yeah, you could maybe like it increase the size of your actual
456
00:22:23,225 --> 00:22:27,225
branches if you want, but let's just say that we have like 13 over
457
00:22:27,225 --> 00:22:29,925
here and let's not forget that we are going to have like multiple
458
00:22:29,925 --> 00:22:30,125
three.
459
00:22:30,125 --> 00:22:34,925
So once you have those and they are overlapping, then it might
460
00:22:34,925 --> 00:22:35,925
actually become a little bit too.
461
00:22:35,925 --> 00:22:36,225
Damn.
462
00:22:36,225 --> 00:22:39,225
So here, if I do this then you can see that.
463
00:22:39,725 --> 00:22:43,825
It is often fine to just have them not as large because it just looks
464
00:22:43,825 --> 00:22:44,825
better like this.
465
00:22:45,225 --> 00:22:45,625
But okay.
466
00:22:45,625 --> 00:22:47,525
So let's say that we have this one over here.
467
00:22:47,525 --> 00:22:48,425
Let's do another one.
468
00:22:48,925 --> 00:22:54,025
That I will place like nicely here, just like a test.
469
00:22:55,025 --> 00:22:55,825
So that's quite nice.
470
00:22:55,825 --> 00:22:58,825
So that definitely shows how to create trees.
471
00:22:59,225 --> 00:23:02,825
So what I'm going to do now is I'm just going to do one final import
472
00:23:02,825 --> 00:23:06,925
of our 302 and that one should be very quickly because all we need to
473
00:23:06,925 --> 00:23:11,725
do is reapply are materials that we know already work.
474
00:23:12,225 --> 00:23:13,925
So I'm just going to go ahead and rotate this.
475
00:23:14,825 --> 00:23:16,325
Scaling of 1.5.
476
00:23:17,625 --> 00:23:20,225
Copy the name ungroup.
477
00:23:21,225 --> 00:23:24,125
Page name applied to its own little layer.
478
00:23:27,225 --> 00:23:29,625
And now we can just go ahead and we can export.
479
00:23:31,325 --> 00:23:34,725
302 and there we go, see, so that's nice and quick.
480
00:23:36,625 --> 00:23:39,525
And then, all we need to do is just do like one little import.
481
00:23:45,025 --> 00:23:49,625
And let's just go ahead and open it up and just assign our materials.
482
00:23:51,525 --> 00:23:56,925
So, we have our boxer who won, and we have our three branch over here.
483
00:23:58,625 --> 00:23:59,425
Perfect.
484
00:24:01,725 --> 00:24:02,325
Have a look.
485
00:24:04,625 --> 00:24:07,025
See nice little tree.
486
00:24:07,425 --> 00:24:08,125
That's looking cool.
487
00:24:09,025 --> 00:24:11,725
So, of course, you can just go ahead and like create more three
488
00:24:11,725 --> 00:24:12,425
variations.
489
00:24:12,425 --> 00:24:15,225
You can keep more Branch, variations more Leaf variations.
490
00:24:15,225 --> 00:24:16,125
All of this stuff.
491
00:24:16,525 --> 00:24:19,225
Maybe you can have a have them like some debts leaves and everything
492
00:24:19,225 --> 00:24:19,725
in here.
493
00:24:19,925 --> 00:24:22,625
So there's so much stuff that you can do with this.
494
00:24:23,025 --> 00:24:24,725
And it's you can do it also very quickly.
495
00:24:24,725 --> 00:24:25,825
Once you have a base.
496
00:24:26,325 --> 00:24:27,725
It is fairly quick to work.
497
00:24:27,725 --> 00:24:30,525
It's either speedtree, but here you can see that if I do something
498
00:24:30,525 --> 00:24:31,125
like this,
499
00:24:32,425 --> 00:24:35,425
So if I quickly give me something interesting or if you want to go
500
00:24:35,425 --> 00:24:39,425
even more extreme, you can of oh, let's not do that.
501
00:24:39,425 --> 00:24:40,625
That's not change this.
502
00:24:40,925 --> 00:24:43,225
You can, of course, go into your foliage.
503
00:24:45,525 --> 00:24:47,725
And if we just double check that everything is turned off.
504
00:24:47,725 --> 00:24:50,525
Yes, we can import our two trees.
505
00:24:52,525 --> 00:24:59,225
And we can set the size from 0.72 1.4 or something like that.
506
00:25:00,025 --> 00:25:02,225
With a non, let's not do a kind a pitch.
507
00:25:02,225 --> 00:25:04,625
But now if we just go ahead and go into our bank mode.
508
00:25:06,025 --> 00:25:10,425
You see, you get very quickly create an entire forest.
509
00:25:10,725 --> 00:25:14,725
And if you just remember that, this is only like two different trees
510
00:25:14,925 --> 00:25:16,925
with one single Branch texture.
511
00:25:17,025 --> 00:25:18,325
And it already looks like this.
512
00:25:18,925 --> 00:25:19,925
Then you can imagine that.
513
00:25:19,925 --> 00:25:22,325
If you have like more variation, it will look very nice.
514
00:25:22,825 --> 00:25:24,625
But okay, so that is pretty much it.
515
00:25:25,025 --> 00:25:29,325
I'm going to go ahead and get rid of these ones over here just because
516
00:25:29,325 --> 00:25:30,325
I don't really need them.
517
00:25:31,025 --> 00:25:34,825
And I would say that this is also the end of our
518
00:25:34,925 --> 00:25:37,025
Our real-time Parts over here.
519
00:25:37,325 --> 00:25:41,325
So we now went over on how to create all of our foliage, multiple
520
00:25:41,325 --> 00:25:46,525
different variants of form, plants to flowers, to water plants, to gas
521
00:25:46,525 --> 00:25:49,125
longer, gasps Ivy and also three.
522
00:25:49,125 --> 00:25:51,125
So and bushes all fours or shrubs.
523
00:25:51,125 --> 00:25:55,325
So I think this will give you a very solid overview of everything that
524
00:25:55,325 --> 00:25:59,825
you need to know to just create like a basic scene with foliage inside
525
00:25:59,825 --> 00:26:02,225
of Speed, 3 to use in your levels.
526
00:26:02,325 --> 00:26:06,825
Now, the next few chapters, they will be bonus chapters, what I'm
527
00:26:06,825 --> 00:26:07,325
planning to
528
00:26:07,325 --> 00:26:11,025
To do is I'm going to create like a little forest scene with a lake to
529
00:26:11,025 --> 00:26:12,925
also show you like an outdoor scene.
530
00:26:12,925 --> 00:26:16,625
Because right now if we just show the tunnel it might not look as
531
00:26:16,625 --> 00:26:17,025
nice.
532
00:26:17,525 --> 00:26:19,125
So that's one last thing that I want to do.
533
00:26:19,225 --> 00:26:20,925
I want to open up my tunnel.
534
00:26:21,125 --> 00:26:22,125
So let's save my scene.
535
00:26:24,225 --> 00:26:26,725
And then what I like to do in here is I always like to just have like
536
00:26:26,725 --> 00:26:30,125
a tree sitting at the top to kind of like break up.
537
00:26:31,725 --> 00:26:35,225
Just how things look so I can go in here and I can, for example, grab
538
00:26:35,225 --> 00:26:36,125
301.
539
00:26:37,225 --> 00:26:38,125
And I can see here.
540
00:26:38,125 --> 00:26:41,525
So if we just have like a little tree and maybe you want to have like
541
00:26:41,525 --> 00:26:45,825
another 30 to like sitting next to it, like, a bit further away.
542
00:26:46,425 --> 00:26:47,425
You can see that over here.
543
00:26:47,425 --> 00:26:51,025
That just looks nice to have like a tree sitting in here.
544
00:26:53,125 --> 00:26:55,125
And maybe like moving it around a little bit.
545
00:26:55,325 --> 00:26:56,425
But anyway, that's pretty much it.
546
00:26:56,425 --> 00:26:58,725
So here is already one final scene.
547
00:26:59,125 --> 00:27:01,325
And now let's go ahead and continue to the bonus.
548
00:27:01,525 --> 00:27:02,625
And at the very end.
549
00:27:02,625 --> 00:27:03,725
I will do a quick out.
550
00:27:03,725 --> 00:27:06,825
So if you want to like just have a quick overview of everything we've
551
00:27:06,825 --> 00:27:09,525
learned and maybe like some additional information.
552
00:27:09,725 --> 00:27:11,425
So let's go ahead and continue to our bonus.40529
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