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Okay.
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So now that I went over on how to actually create an atlas texture.
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What I want to do now is I just want to go to text.com, and I'm going
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to download these cherry tree leaves over here, which you can find
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down here under your 3D scan Atlas.
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Now, once again, I explained this in last chapter.
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The reason I'm going to use these ones is because I'm going to
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generate a branch that we can use on the tree.
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However, because this winter, I was only able to find ivy leaves,
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which
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actually stay alive during winter to scan.
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So the eggs, the techniques are all exactly the same.
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The only thing is that I'm going to download this one's and I will, of
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course just Supply these because I am allowed to supply them with text
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that calm.
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So I'm downloading those.
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And then what you want to do is you want to go into speedtree and just
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go ahead.
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And if you go create a new tree, you actually want to go down here and
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you want to use a cluster over here.
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So it is a template that you can use.
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So, this one's really nice as you can see it pretty much already.
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Of shows what we are going to create.
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So it shows like over here are branches.
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Now by default.
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It has displaying you do not want to move this.
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If you want to go ahead and move out your camera.
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You can always go down here and go to perspective and then you are
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able to move it around so you can see how that this works.
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So as you can see it pretty much the same as the IV, that's like this
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trunk over here and then it basically just uses one single punch.
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And then what it has it has like a multiple different branches on.
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On top of this.
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Now this one single punch.
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I honestly I do not really like over here.
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It's like broken off but it looks way too specific.
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So what I'm going to do is I'm going to go ahead and I'm going to
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delete this and let's see if I just grab this one on here now, so we
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do definitely need to like, that's a buck.
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Okay, let me just that's a buck.
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The that should never happen.
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That's a when I try to in do it.
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So let me just try it again.
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So over here, let's go into perspective.
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So I want to just see if I can maybe like change these branches around
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a little bit.
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So I guess maybe the easiest ways actually if we hide the branch also.
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So that we only have this one left over here.
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Then if you go down here and click on perspective, and go back to your
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X and Y plane.
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Was it the xz-plane.
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Oh,
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Except I play, I don't know why my camera is so high.
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But basically what we can do is we can basically move this down and
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this will give us like a bit of like a better bunch and now we can
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just basically go in here and we can mess around with things.
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So we have like our default Branch over here.
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Now, you do not want to really play around with like two threshold
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renting.
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Let's just leave those things for what they are.
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What I do want to do is I probably want to go ahead and go to spine.
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And over here.
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I can control my length.
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Which should be fine?
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I think.
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Let's see the thickness.
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I probably want to go into my skin and I'm going to set my take this
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like a little bit tin of over here, and I'm mostly then want to go
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into spine, and just if we scroll down, I just want to basically play
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around with my noise little bit.
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So we get like some noise for what you can also do, like some early
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noise, but it does not really matter.
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So we basically just have like a basic punch.
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Now if we just quickly, hide our Leaf match so that we can actually
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see what we're doing over.
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Here we have now.
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These bunches like this.
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I don't really like this.
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So what I'm actually going to do is I'm going to go ahead and I'm
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going to delete these and I'm just gonna use a normal part geometry
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and normal branches, like this and then I should be able if I go to
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generate.
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Maybe let's set this to like here for.
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So this was the original one proportional over here and then I can
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play around with the numbers.
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The reason we are seeing this is because if we go to
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Show we want to turn off our normals.
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So okay.
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So we now we see this I can see that, I just need to go into my spine
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and actually set my length a little bit larger over here.
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And then over here, we can now go ahead and we can work on these
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punches.
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So what I'm going to do is I'm going to set in my generate, we get set
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like the number.
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You can hold it around a little bit.
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But what I like to do is I like to often, it doesn't always work.
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But let's have a look.
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If we go to forces and grab a plane of force.
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Okay, you are really far down.
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Like this, it's sometimes allows us to basically flatten out our
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branches.
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So if we just go to our branches and go to forces, internal planer.
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You see, it allows us to sort of like, flatten out of branches and it
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this will require a little bit of custom work this type of workflow.
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So if we now go back to X and Y plane, move this back into location C.
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So they are now a little bit more flat.
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You let me just move this down.
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And now if I just go into my branches, I can go to generate and let's
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set our first a little bit lower over here.
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And I lost.
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Yeah, I lost is fine.
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I'm just gonna go into my spine and I'm going to set my length over
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here.
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Quite a bit smaller near the bottom.
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And see.
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So you have to cast you can maybe like move them around a little bit
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just to give them like somebody Randomness.
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But that's looking pretty good.
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So we got some punch over here.
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Once you have these binders, you can go ahead and go to node editor.
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And if you have like one that you don't like you can always just go
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ahead and delete it and just like that we are able to.
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Also, for example,
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Mess around with things.
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Now for some reason, I'm not able, there we go.
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I was not able to select them.
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I know maybe I want to just do like some randomization.
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Let's just go to generate.
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Let's just see until I get something that I like.
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So.
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I like try to like, get like quite a bit of evenness.
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A like, something like this looks actually quite good.
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So, let's try again.
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Let's go now into note and carefully select it and now you can kind
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like move this around the way that you want it to.
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Now this is nature.
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So we don't want to go like to to uneven.
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Let's go ahead and see your start angle.
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I don't think you will be able to
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Some Pablo tation.
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No.
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Oh, yeah.
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Wait, here we go.
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Now, we are able to do some proper rotation to little bit tricky.
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To get it white, but it does work.
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It's just because we are working from like this angle.
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And what I'm going to do is I'm going to actually delete one of these
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Move this one down over here and let's just get started with something
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like this.
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And let's just actually add our leaves so that we can see if this is
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what we want.
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So we now have a bunches.
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Let's also do a quick save as because this one is quite buggy and we
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are going to call this Branch underscore material.
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So, if we are leaves, your leaves are pretty much the same.
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You just want our geometry, and you can try to go to leaves and do
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like a scattered leaves, but I'm just going to go ahead and I'm going
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to go up here and you do like, a basic normal one.
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So, we got some leaves over here.
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Now, let's go into forces and turn on planar and maybe we can like set
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the planer a little bit to make our lives a bit more interesting.
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Next.
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I want to have my leaves kind like sticking out words.
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So we want to go public.
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Only to our orientation.
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And mess around a little bit more with like are aligned.
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Also mess around a little bit more, like a folding over here.
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And are facing your sister that until we got like a pretty decent.
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Look, let's go into generate and let's set this to I just like
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proportional.
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It's one that I'm comfortable with.
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So let's go for proportional steps.
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Yeah, I'm honestly I'm fine with the generate settings.
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I think at this point we can start by doing our actual textures
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because we fully defamation.
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We need to have our actual texture and everything.
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So I think yeah this probably the correct one for now.
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So if we go ahead and go up here, we can add a new material and call
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this leaves.
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And then I'm just going to import so make sure to set them to
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two-sided.
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and I'm just going to import our
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Where are you?
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Tree leaves over here.
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So color, opacity and normal.
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Oh, no, wait for this one.
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We also want to actually have our roughness and our subsurface over
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here, maybe set the subsurface to.
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Oh, no, I think I actually want to have that in here.
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There we go.
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Okay, so we got this stuff.
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That is fine.
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Now what I'm going to do is I'm going to go to my cut out and I'm just
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going to go for like four different leaves, or maybe like five you can
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choose yourself but it feels a bit unfair.
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If I use more than 4 because we only created for for our custom Atlas.
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So you basically want to go in here.
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And these leaves, you can go fill on Geometry because they are going
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to be texture.
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So you can really like.
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Bush geometry so I can go in here and I can just start like a bunch of
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desolation like this and then I get out them.
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And we just want to do that to it.
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Four of them.
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Let's do this one.
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And a bunch of tessellation.
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So that we can just like nicely bend them around and stuff like that.
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So that will be nice and if you want you can also show like the
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backside of the leaves but those are always like a little bit of risky
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because they might not always look good.
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So I tend to just avoid that.
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And finally, let's do pole like this one over here, seems pretty fine.
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Okay, bunch of tessellation.
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There we go.
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Okay.
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So those are our leaves.
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We can now go ahead and we can just drag this onto our, actual Leaf
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meshes.
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And now you can see that we have some leave.
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So you can imagine that.
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If we break this down later on, we will be breaking down all of these
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leaves.
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So I'm just going to go into my skin.
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One, two, three, four.
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Set all of them to the leaves material.
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And then set the mesh.
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To the different meshes that we nicely, randomize these over here.
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And now what we can do is we get first of all, just like play around a
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little bit more.
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We like to generate now.
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I don't want to have too many.
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You can very quickly out, like, too many of them and then, it will not
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look as good next is.
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Maybe we can try like a collision here like a high-quality collision
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and then play out a little bit more.
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So that we are at least avoiding having them, actively Collide.
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And yes, next.
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You can play around your job role a little bit.
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So in general, you can just play around with a bunch of different
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settings.
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May be like with your first over here, to give it like a little bit of
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spacing.
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And, of course, let's not forget going into orientation, and then we
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can do like, some folding over here.
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So these ones I want to probably fold, probably fold upwards.
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Give the like a little bit of curling here and there, give them like a
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little bit of twisting.
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Play around with your vertex amount and maybe like, set a noise a
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little bit smaller here.
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See so small noise, and then little bit of vertex amount and then
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maybe also like mess around a little bit more with the Y scale.
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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
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on how to create a39268
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