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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:02,325 Okay, so sorry for the quick cut. 2 00:00:02,525 --> 00:00:04,025 I didn't realize about the time. 3 00:00:04,125 --> 00:00:05,825 So now that we have our old version over here. 4 00:00:05,825 --> 00:00:08,625 What we can do is we can also just quickly create a younger version 5 00:00:09,125 --> 00:00:10,325 and this one should be quite easy. 6 00:00:10,325 --> 00:00:13,325 We can go ahead and first of all, you know, old version. 7 00:00:13,325 --> 00:00:16,325 I'm just double-checking that my yeah. 8 00:00:16,325 --> 00:00:16,625 Okay. 9 00:00:16,625 --> 00:00:19,525 So this which I find you can if you want. 10 00:00:20,725 --> 00:00:24,525 Like minimize, maybe the segment's in here, but I'm going to use LEDs 11 00:00:24,525 --> 00:00:24,725 for that. 12 00:00:24,725 --> 00:00:25,625 So I'm not too worried. 13 00:00:25,825 --> 00:00:29,625 So yeah, let's do a save as and just save this as three. 14 00:00:29,625 --> 00:00:32,025 Number 02 over here. 15 00:00:32,025 --> 00:00:34,625 I already had a file like that because I crashed. 16 00:00:34,625 --> 00:00:36,925 Unfortunately, but okay. 17 00:00:36,925 --> 00:00:41,125 So this now 302 and what we can do in here is let's get started by 18 00:00:41,125 --> 00:00:42,025 just getting this off. 19 00:00:42,225 --> 00:00:43,125 This little cap. 20 00:00:43,925 --> 00:00:46,525 We have a truck trunk over here. 21 00:00:46,525 --> 00:00:48,725 Let's set the size like 15. 22 00:00:49,925 --> 00:00:54,025 Yes, that this is like a lot smaller and then in our skin we can set. 23 00:00:54,225 --> 00:00:55,425 Let's make this a bit bigger. 24 00:00:57,525 --> 00:00:59,525 We can set the absolute down like this. 25 00:01:00,625 --> 00:01:04,725 So that's quite good and for the cash you get off course just like 26 00:01:04,725 --> 00:01:06,025 play around with a few things. 27 00:01:06,025 --> 00:01:08,625 For example, if you want to play hard like with your noise a bit more. 28 00:01:10,425 --> 00:01:12,525 You can also work with that. 29 00:01:13,625 --> 00:01:16,825 I'm gonna actually yeah, I think I'm actually going to stay with what 30 00:01:16,825 --> 00:01:17,725 we have right now. 31 00:01:18,325 --> 00:01:21,525 So next stop is that we have like our little punch over here. 32 00:01:22,725 --> 00:01:25,925 And I kind of need to decide, so I feel like our little bar just we 33 00:01:25,925 --> 00:01:26,925 would already have. 34 00:01:29,825 --> 00:01:30,625 Oh, no, wait, actually. 35 00:01:30,625 --> 00:01:31,525 Yes, this is correct. 36 00:01:31,525 --> 00:01:32,125 This is correct. 37 00:01:32,125 --> 00:01:33,925 Having punching you. 38 00:01:34,125 --> 00:01:35,125 I'm going to 39 00:01:36,325 --> 00:01:36,825 Swai. 40 00:01:36,825 --> 00:01:40,125 And first of all, maybe do like some random generation. 41 00:01:40,125 --> 00:01:46,025 So, let's go to the big branches, and let's just go up here to, why 42 00:01:46,025 --> 00:01:47,225 can I never find this? 43 00:01:47,825 --> 00:01:49,025 Here we go ahead, and I'm seeds. 44 00:01:49,425 --> 00:01:51,425 I want to go ahead and just do like a randomize owl. 45 00:01:52,925 --> 00:01:54,125 Ooh, I like that. 46 00:01:55,225 --> 00:01:58,725 I liked it, but I want to have them like less long. 47 00:01:58,925 --> 00:02:02,125 So what I'm going to do now is I'm going to go into my spine. 48 00:02:03,625 --> 00:02:06,625 I'm going to try and like make them little bit less Long over here. 49 00:02:06,925 --> 00:02:10,225 Maybe also work a little bit more with like the Align. 50 00:02:12,425 --> 00:02:14,225 Which is that's the start angle. 51 00:02:15,525 --> 00:02:18,225 We had our line probably doesn't work with the large party. 52 00:02:18,225 --> 00:02:21,825 So we probably want to like set the start angle little bit up as if 53 00:02:21,825 --> 00:02:23,225 the tree is really like going. 54 00:02:23,225 --> 00:02:27,725 So it's trying to go upwards and this will also just condense 55 00:02:27,725 --> 00:02:31,425 everything into like a small area that if we go to my little bar and 56 00:02:31,425 --> 00:02:34,625 she's our might want to just play around with my generate. 57 00:02:35,925 --> 00:02:36,625 where, 58 00:02:38,525 --> 00:02:40,225 Now I think the amount is fine. 59 00:02:40,225 --> 00:02:42,425 I think we just want to go ahead and like player out a little bit 60 00:02:42,425 --> 00:02:45,925 more, like, a first, he had to get like a few extra Bond. 61 00:02:45,925 --> 00:02:47,525 She's in the center over here. 62 00:02:48,425 --> 00:02:52,725 And once we've done that, we can go into our leaf and the number of 63 00:02:52,725 --> 00:02:57,425 leaves, maybe like tone it down, because it is like a new growing 64 00:02:57,425 --> 00:02:58,125 Bunch. 65 00:02:58,625 --> 00:03:03,625 So, here, let's do like three orientation. 66 00:03:03,625 --> 00:03:06,425 That's once you get like a line this out a little bit. 67 00:03:08,325 --> 00:03:11,725 Okay, so we got that also and then what I'm going to do, some gonna 68 00:03:11,725 --> 00:03:14,525 probably go back to my big bunches and just with the notes. 69 00:03:17,125 --> 00:03:21,225 I want to carefully do like a little bit of manual hand placement. 70 00:03:26,825 --> 00:03:28,425 Here C and then you can very quickly. 71 00:03:28,425 --> 00:03:30,025 Also generates a nice. 72 00:03:33,225 --> 00:03:35,125 Smaller version of your tree. 73 00:03:42,025 --> 00:03:42,925 That's always annoying. 74 00:03:42,925 --> 00:03:43,525 When it's 75 00:03:44,525 --> 00:03:48,125 When I want to move it up, but it's deciding that I, that it is going 76 00:03:48,125 --> 00:03:48,925 to move down. 77 00:03:49,225 --> 00:03:50,325 All right, there we go. 78 00:03:50,725 --> 00:03:51,825 Now we now we got a bag. 79 00:03:52,525 --> 00:03:53,525 I'm yeah. 80 00:03:53,525 --> 00:03:54,125 Actually, you know what? 81 00:03:54,125 --> 00:03:54,725 I quite like that. 82 00:03:54,725 --> 00:03:56,625 Maybe like a come on. 83 00:03:56,925 --> 00:03:57,625 Tiny bit less. 84 00:03:57,625 --> 00:03:58,125 There we go. 85 00:03:59,225 --> 00:04:01,825 So we got that one over here. 86 00:04:01,825 --> 00:04:03,525 This one feels very empty. 87 00:04:03,725 --> 00:04:05,025 To be honest here. 88 00:04:05,025 --> 00:04:09,125 Let's just do like a tiny bit of scaling, so that it creates a few 89 00:04:09,125 --> 00:04:10,325 more branches over here. 90 00:04:10,925 --> 00:04:13,825 Yeah, and I think like something that like, this looks quite nice. 91 00:04:14,225 --> 00:04:14,725 So, there we go. 92 00:04:14,725 --> 00:04:17,525 It's now we also have like a little tree and just like that you can 93 00:04:17,525 --> 00:04:20,325 just keep going and going and going and you can also, of course, K, 94 00:04:20,325 --> 00:04:21,425 different types of trees. 95 00:04:21,925 --> 00:04:24,925 For example, if you make trunk way bigger, you can create like oak 96 00:04:24,925 --> 00:04:25,325 trees. 97 00:04:25,325 --> 00:04:28,525 Of course, you would need the coax leaves but in general, 98 00:04:29,425 --> 00:04:30,625 This is looking pretty good. 99 00:04:31,025 --> 00:04:32,225 So I'm going to save this. 100 00:04:32,825 --> 00:04:33,725 I'm going to quickly. 101 00:04:33,725 --> 00:04:38,325 Also open up our original tree over here, and let's just go ahead and 102 00:04:38,325 --> 00:04:39,225 do an export. 103 00:04:39,525 --> 00:04:41,225 So, we have a tree over here. 104 00:04:41,825 --> 00:04:45,925 We already went over the general Branch optimizations as far as I can 105 00:04:45,925 --> 00:04:48,725 see, so I'm not too worried about that. 106 00:04:50,125 --> 00:04:52,225 Yeah, because the smaller ones. 107 00:04:52,225 --> 00:04:56,525 If I lower them even more, they would just become well, I might be 108 00:04:56,525 --> 00:04:59,725 able to lower them, just in the underway. 109 00:04:59,725 --> 00:05:02,625 It's because the radial I already lowered, the reason that the lady 110 00:05:02,625 --> 00:05:03,525 looks like this here. 111 00:05:03,525 --> 00:05:05,725 I might, if I set this to 0. 112 00:05:07,725 --> 00:05:11,125 And then set the absolute your then I can control the radio little bit 113 00:05:11,125 --> 00:05:11,625 better. 114 00:05:11,925 --> 00:05:13,525 So I'm going to have this like 115 00:05:15,125 --> 00:05:18,025 Yeah, pretty much at once that we only have twelve thousand because 116 00:05:18,025 --> 00:05:19,625 these branches are so thin. 117 00:05:19,625 --> 00:05:22,825 Right now, they are just High angles basically, but from a distance, 118 00:05:22,825 --> 00:05:24,225 that should be totally fine. 119 00:05:24,825 --> 00:05:26,325 So, okay, we have this. 120 00:05:27,025 --> 00:05:28,225 Let me do one last save. 121 00:05:29,525 --> 00:05:32,325 And now what we can do is we can get export because material. 122 00:05:32,325 --> 00:05:33,125 Why is this XD? 123 00:05:33,125 --> 00:05:34,325 Very basic. 124 00:05:34,325 --> 00:05:35,225 It's very simple. 125 00:05:35,525 --> 00:05:38,125 The only things that we do need to probably do some balancing. 126 00:05:38,225 --> 00:05:43,825 Maybe even if Photoshop to make it look good inside of unreal, so we 127 00:05:43,825 --> 00:05:45,125 are going to export the game. 128 00:05:47,725 --> 00:05:48,725 Exports. 129 00:05:50,725 --> 00:05:51,425 By a form. 130 00:05:51,425 --> 00:05:51,825 Speedtree. 131 00:05:51,825 --> 00:05:52,525 That was correct. 132 00:05:52,525 --> 00:05:55,425 Actually, 301 safe. 133 00:05:56,925 --> 00:06:00,825 Yes, I'm fine with all of this because it is still. 134 00:06:02,625 --> 00:06:03,125 Correct. 135 00:06:03,125 --> 00:06:06,825 So we can just go ahead and press export and let's open up Maya. 136 00:06:07,625 --> 00:06:08,125 Here we go. 137 00:06:08,125 --> 00:06:09,225 So we are back in Maya. 138 00:06:09,325 --> 00:06:13,425 I'm going to turn off my phones and I'm going to import. 139 00:06:16,525 --> 00:06:17,525 My. 140 00:06:19,025 --> 00:06:23,725 Oops, wrong one exports from speed 30. 141 00:06:24,525 --> 00:06:27,425 I will need to clean this up later on but we're almost there. 142 00:06:27,625 --> 00:06:31,625 The trees actually last time that we are actually lost two models that 143 00:06:31,625 --> 00:06:34,625 we need to create and after that it will just be a bonus chapter. 144 00:06:34,625 --> 00:06:36,725 So you are almost done with this tutorial course. 145 00:06:37,125 --> 00:06:37,825 Congrats. 146 00:06:38,525 --> 00:06:39,325 So, okay. 147 00:06:39,325 --> 00:06:40,425 We have a tree over here. 148 00:06:41,925 --> 00:06:42,625 Move it up. 149 00:06:43,425 --> 00:06:44,625 Yeah, I think for the size. 150 00:06:44,625 --> 00:06:47,925 We probably want to end up like scaling it more of course, but let's 151 00:06:47,925 --> 00:06:49,625 just start with this size over here. 152 00:06:50,025 --> 00:06:52,725 You can see like the geometry on these leaves. 153 00:06:52,725 --> 00:06:54,125 They are a little bit high. 154 00:06:54,125 --> 00:06:59,425 So we probably want to like reduce those you yeah, it might be better 155 00:06:59,425 --> 00:07:02,925 if we do that right now because if we do it later on, it becomes a 156 00:07:02,925 --> 00:07:03,625 little bit more annoying. 157 00:07:03,625 --> 00:07:05,025 So let's just go into your edit. 158 00:07:06,725 --> 00:07:09,225 There we go, and just do debts and you will see that. 159 00:07:09,225 --> 00:07:11,825 That's will actually make a very large difference. 160 00:07:12,925 --> 00:07:15,425 So now we are only at 60,000 trees. 161 00:07:15,625 --> 00:07:17,425 I believe it was like double before that. 162 00:07:18,125 --> 00:07:21,525 So let's just go ahead and do one quick export again. 163 00:07:24,425 --> 00:07:25,725 Yeah, I want to replace it. 164 00:07:27,625 --> 00:07:28,025 And I win here. 165 00:07:28,025 --> 00:07:28,725 You can just quickly. 166 00:07:28,725 --> 00:07:29,425 Delete that one. 167 00:07:29,425 --> 00:07:30,125 That's no problem. 168 00:07:32,925 --> 00:07:34,225 And then just re-import it. 169 00:07:35,025 --> 00:07:35,525 There we go. 170 00:07:36,225 --> 00:07:39,725 So quickly done that just to make sure that it's optimized. 171 00:07:40,225 --> 00:07:42,225 And now let's just copy the name. 172 00:07:42,925 --> 00:07:44,325 Let's go ahead and 173 00:07:46,825 --> 00:07:52,825 Ungroup, delete the old one based in name applied to a layer. 174 00:07:53,325 --> 00:07:54,225 Give the layer name. 175 00:07:54,225 --> 00:07:56,125 It's the same stuff over and over and over again. 176 00:07:56,525 --> 00:07:57,025 There we go. 177 00:07:57,025 --> 00:07:58,525 So now we have full control over here. 178 00:07:59,425 --> 00:08:02,925 And what I'm going to do now is I just like to do like a quick check 179 00:08:02,925 --> 00:08:07,325 to make sure like, sometimes I don't really like stuff like this where 180 00:08:07,325 --> 00:08:08,125 I just want to 181 00:08:09,225 --> 00:08:10,425 Quickly, delete it. 182 00:08:13,125 --> 00:08:15,425 And then like carefully also delete that one. 183 00:08:15,525 --> 00:08:18,925 So that's also why I like to you often have it first into Maya so that 184 00:08:18,925 --> 00:08:22,425 I can just very quickly see if I don't like something and then I can 185 00:08:22,425 --> 00:08:25,825 just get rid of it like that. 186 00:08:26,225 --> 00:08:30,225 So it's just like it's if you're very picky, but basically now that we 187 00:08:30,225 --> 00:08:33,825 are done with this one and everything should be shut up. 188 00:08:34,125 --> 00:08:37,625 We can go ahead and we can save us in and we can export this to 189 00:08:37,625 --> 00:08:38,225 unreal. 190 00:08:39,625 --> 00:08:40,925 And then we will see how it looks. 191 00:08:40,925 --> 00:08:41,725 And then later on. 192 00:08:41,725 --> 00:08:45,825 We will also just do like the smaller one so exports to unreal. 193 00:08:47,125 --> 00:08:48,225 So I close my eyes. 194 00:08:48,225 --> 00:08:49,725 I just need to redo my settings. 195 00:08:50,125 --> 00:08:51,625 Three underscore 01. 196 00:08:53,525 --> 00:08:54,925 And we can just do normal export. 197 00:08:55,225 --> 00:08:59,925 Now, one last thing is quickly, go to Speed 3 and 30 to, because I'm 198 00:08:59,925 --> 00:09:01,225 worried that I might forget. 199 00:09:01,925 --> 00:09:05,725 I'm just going to edit the leaf and just tone down again. 200 00:09:06,125 --> 00:09:06,625 There we go. 201 00:09:07,725 --> 00:09:08,425 And save. 202 00:09:08,525 --> 00:09:10,225 So I was just going to quickly turn it down. 203 00:09:10,325 --> 00:09:13,325 And if you want you can of course already just quickly export this. 204 00:09:13,325 --> 00:09:14,225 That's no problem. 205 00:09:14,725 --> 00:09:17,225 It does not take any extra effort. 206 00:09:17,225 --> 00:09:17,825 There we go. 207 00:09:18,425 --> 00:09:22,025 So, now that we've done this, let's go ahead and go into unreal and 208 00:09:22,025 --> 00:09:23,025 it's actually properly set. 209 00:09:23,225 --> 00:09:23,625 Up. 210 00:09:24,825 --> 00:09:27,525 So in here, let's first of all, go to, Texas. 211 00:09:28,725 --> 00:09:31,125 Three, I'll score branch. 212 00:09:34,125 --> 00:09:38,525 And I'm also going to go textures drunk over here. 213 00:09:39,925 --> 00:09:45,925 So 30 time bark, I should call that bark right-click. 214 00:09:45,925 --> 00:09:46,525 Rename. 215 00:09:47,925 --> 00:09:48,525 There we go. 216 00:09:49,225 --> 00:09:52,125 And I'm just going to go import my textures. 217 00:09:52,125 --> 00:09:54,125 So first of all, let's do the back one. 218 00:09:54,425 --> 00:09:55,525 That one is very easy. 219 00:09:55,525 --> 00:09:59,825 It is this open up your normal map, and let's not forget to quickly. 220 00:09:59,825 --> 00:10:03,725 Press the flip green Channel, because these come from taxes.com. 221 00:10:04,825 --> 00:10:07,425 And then I'm going to go for my tree branch. 222 00:10:10,925 --> 00:10:13,725 And let's just navigate. 223 00:10:15,225 --> 00:10:17,625 Where are you custom punch texture. 224 00:10:17,625 --> 00:10:18,225 There we go. 225 00:10:22,025 --> 00:10:25,825 So we can go ahead and we can use these four of them. 226 00:10:25,825 --> 00:10:26,025 Yes. 227 00:10:26,025 --> 00:10:27,325 I think I need out for them. 228 00:10:27,825 --> 00:10:31,425 And once you can just go into your normal flip, the green Channel 229 00:10:31,425 --> 00:10:32,925 Hound, that should be fine. 230 00:10:33,525 --> 00:10:38,625 Because I baked in direct, except Leaf obvious will notice soon 231 00:10:38,625 --> 00:10:39,025 enough. 232 00:10:39,325 --> 00:10:40,525 So, we got these done. 233 00:10:40,825 --> 00:10:41,125 Now. 234 00:10:41,125 --> 00:10:42,625 Let's go ahead and go into assets. 235 00:10:43,725 --> 00:10:44,925 Let's import our tree. 236 00:10:49,325 --> 00:10:49,925 Here we go. 237 00:10:51,025 --> 00:10:52,825 Default settings should still apply. 238 00:10:54,525 --> 00:10:56,725 Then the first thing I want to do is I probably want to just drag it 239 00:10:56,725 --> 00:10:57,625 in and just see. 240 00:11:00,225 --> 00:11:03,425 I think I want to probably scale it up this one quite a bit more. 241 00:11:03,425 --> 00:11:04,625 So let's go. 242 00:11:06,025 --> 00:11:11,625 Yeah, because then if it's standing here, let's scale It Up by 1.5, 243 00:11:11,625 --> 00:11:13,625 maybe 01. 244 00:11:13,625 --> 00:11:14,725 .50 to. 245 00:11:15,125 --> 00:11:16,825 Let's try 1.5 first. 246 00:11:27,825 --> 00:11:30,925 Yeah, you see 1.5 is already more than not because this is like the 247 00:11:30,925 --> 00:11:32,725 big one because we also have like a small one. 248 00:11:33,125 --> 00:11:33,725 So that's all. 249 00:11:33,725 --> 00:11:34,525 We're looking really cool. 250 00:11:34,525 --> 00:11:35,925 Even as like just a gray scale. 251 00:11:36,325 --> 00:11:38,525 So we can now go ahead and go to our materials. 252 00:11:38,825 --> 00:11:43,025 I believe that we have like in simple IV bark, which we can duplicate, 253 00:11:43,025 --> 00:11:47,625 and we can call this one back on score 01. 254 00:11:49,825 --> 00:11:50,825 Open it up. 255 00:11:56,125 --> 00:11:58,425 And let's go ahead and go to bark. 256 00:12:00,825 --> 00:12:04,325 Would normal roughness. 257 00:12:06,425 --> 00:12:10,625 Set the color back to like normal color, maybe like a little bit crazy 258 00:12:10,625 --> 00:12:11,225 over here. 259 00:12:12,125 --> 00:12:16,325 And then if we go to into our tree, we can start by just, you know, I 260 00:12:16,325 --> 00:12:18,825 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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