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Okay.
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So let's go ahead and continue with the IV now that we have all of our
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Branch branches in place.
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Now, comes the tricky part, which is going to be our leaves.
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So the reason that the leaves are little bit tricky, is because it's
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about the directions and everything.
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So, as you can see over here, they are all facing forward and they are
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kind like pointing downwards.
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So that's what we can like, want to get, but then we still want to get
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some variation in it.
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And of course, we cannot do by hand.
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It needs to be completely generated because there are so many of them.
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Now we want to get started by creating a new material.
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So if we go up here to the plus minus sign new, click on it and press
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renamed and just call this IV on the score.
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Leaves over here and then we can just press.
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Ok.
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So we need to go out and we need to set up our textures because our
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taxes will XE dictate.
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Also the mesh of a leaves.
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So if we go to textures we are had some textured calm IV 0 1.
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These are the ones that we used.
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So I can go ahead and I can go to drag my base color or my Albedo into
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Cola.
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My mask is opacity normal into normal.
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And I guess if you want you can also use your translucency into the
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subsurface, but it doesn't really matter.
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This is not so much about it, then during let's do it subsurface.
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Like 0.2., There we go.
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This is not so much about handling.
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It is just about being able to preview things.
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Now a few quite important things.
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First of all, just turn on two-sided over here.
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So that we can see it on both sides here.
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You can see the over here.
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And now what we're going to do is we are going to create our Leaf
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meshes to do this.
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You want to go to cut outs and meshes and then want to go out and you
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want to plot press edit over here.
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And now what you can see is a few things.
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So oops.
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You can edit.
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If you click away from this window.
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It will go away.
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So that makes it sound a little bit annoying.
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So, over here, you can see that we have a plane and then over here, we
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have also, this orange thing.
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So the plane is our geometry.
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This orange thing over here is basically your pivot point Direction.
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So the first thing that you would probably want to do, is you want to
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go ahead and you want to decide, which leave you want to turn into
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geometry.
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We are going to turn this one.
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This one, this one, and this one into actual geometry.
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I'm going to set my pivot Points at the very tip.
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Over here.
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And then what I want to do is I want to change my angle up here until
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my Pivot Point, until the orange line is roughly going into the
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direction of a leaf.
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Now, it is super easy.
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So to create a sleeve for want to basically click on the head Point,
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click and drag over here.
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And you want to do that with all of them.
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Now that can be points like over here where I need more points in
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order to create my leaf.
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This is super simple.
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All we need to do is just click in empty space over here or well,
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click on the edge and then you can add some extra points and you just
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want to try and use as little points as possible.
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So I'm going to go for something like this, and now you can see that
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it is in casing, our Leaf over here, and then it simply has like this
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Orange Point.
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Now, do not click away yet few things.
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I want to show you, you can go up here.
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And if you want to remove points, you can click over here on remove
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points and you can simply paint them away like that.
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And this one is reset or clear.
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The point, which I'm not going to press here.
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Let me just place the back.
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So yeah, just so, you know, so that you can remove them or not.
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Also, you can turn on and off the show opacity, and also the show
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color, so that you can see everything.
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Now.
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What we're going to do is we are going to pass this little arrow
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button, and we can assign our Leaf over.
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Now you have different LEDs.
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However, I personally like to do the elodie's using Unreal because in
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realizing can generate it.
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Since we also need to do a little bit of work inside of Maya on these
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meshes before, they are ready for in real.
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So what I tend to do is I tend to just go ahead and just throw this
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into my high over here.
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If you want, you can just throw it in all of them doesn't really
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matter.
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And once that is done, you can click away and now you can see that you
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have your Leaf here, done.
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Now if you want to add multiple leaves, which we want to do.
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You can simply press the up button and we had three, no, wait.
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We got form that, my belief.
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So now having these four, we can just press edit on the second one and
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we can basically do the same thing.
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So you just basically grab
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And Ivy point over here.
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Like that and then we can also cut the Pivot Point.
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Technically, the order in which you do.
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It doesn't really matter, but you basically said it down, then your
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artist.
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Another thing that I did want to show you is that if needed you can
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add desolation.
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This is great.
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If you want to bend around your leaves.
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Now, I might want to give like a tiny bit of desolation like this.
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So only like one over here and I'm just doing this so that I could
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like, do a little bit of bending.
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It will give me slightly higher quality.
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It does mean a lot more geometry because even though it does not seem
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like a lot more geometry here because if we have 1000 leaves it will
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become a lot.
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So be careful.
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Don't do too much.
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You can also go in here.
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Yeah, I do it.
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Like for this one also and I'd like to just add them to all three but
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yeah, just don't do it.
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Don't overdo it.
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Because then it is no longer a game resolution mesh.
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So we are after this, we are going to do a lot of effort to optimize
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it so you not want to have that effort wasted because of some Leaf
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geometry.
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But anyway, here we go.
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So let's do this one and give it like one extra geometry point or
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tessellation point over here.
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And then finally we have one more
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Which is the one over here.
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Here, see now.
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I accidentally placed at Point 1 but it doesn't really matter because
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the good thing about in pain in speedtree, is that these points.
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They are quite flexible here.
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See that the geometry is quite flexible in how you use it.
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So even if you place, like an extra point,
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It doesn't really matter because you can often use reuse it and now
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she can remove it.
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And one tessellation point.
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Come on, there we go.
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Okay, so I'll leaves are done and our material is now done.
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Now.
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What we can do is we can actually start applying it to 3D.
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So let's go ahead and just make this a bit smaller and for this it
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takes a little bit of playing around so just be prepared for that.
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Let's go over here into our barges.
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We go right.
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Click add geometry to select it and we can do leaves and alternating.
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So these are new but they are quite
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Cool.
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Normally, you would use this this one actually.
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Yeah, let's use this one.
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These are new.
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I want to try them out, but I should not be trying those out inside of
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its Doyle.
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So, over here, we now have like a bunch of leaves.
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They are really, really large.
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So but that's this no problem.
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What I can do now is, I can choose my generation and I feel like
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proportional would be interesting.
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And now, there are a few specific settings that make this workflow
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stand out from the rest that I want to show you now.
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First of all, let's go ahead and go into skin.
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And then over here, it will ask you for your material in your mesh.
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Now.
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You want to set your material to ivy leaves over here.
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Now, you can see that the leaves are technically working.
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But what I like to do is I like to set my mesh to over here like the
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first one and then I just press the + sign.
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A few more times.
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I believe leaves, second one, ivy leaves, 31 and ivy leaves 41.
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So now they are randomly using these different types of leaves over
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here.
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I think I'm
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Set my subsurface to see how because in this lighting.
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It doesn't really work.
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Well over here like that.
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And also what you can do is with your light, you can.
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Oh God, I forgot how
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To be honest, I kind of forgot how to like old ate my light.
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I believe this in here somewhere.
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Let me just quickly, check this out.
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I found it was holding the V key and then you can click and then you
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can rotate your lights around.
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So I kind of forgot about that.
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Okay, so we have a leaves now.
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They are way too big.
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They are intersecting.
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They are not looking good right now, but that is no problem because
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that's what we're going to work on.
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First of all, let's go ahead and let's just set the overall size using
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our size scalar down to, like roughly the size that you want.
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Your final leaves to be, which I think, I think this is quite nice if
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you want to make your lives more.
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To most it can be useful to just make them like slightly bigger than
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they would be in real life.
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You often see this done.
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I Believe In The Last of Us.
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It is often done also or in charted, those kind of games where they
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make them a little bit bigger, then they would be alive but in turn
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they do look a little bit nicer and also just in general they fit a
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little bit better and there are more optimized so I'm going to go for
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round 0.45 over here.
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Now, what you're going to do is you are basically going to go ahead.
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And first of all, work on the actual Direction.
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Because right now they are a little bit all over the place.
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So if we go ahead and go into our skin over here, so that is all fine.
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Overhead down here.
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We have our folding curl and twist.
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This one really comes into play with just leaves.
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The folding will basically, give us a little bit of a fault, which is
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nice, because if we look over here, you can see that, there's like,
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always a little bit of a fold going on on our IV.
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And I think it isn't like
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A see almost every single Ivy has this kind of folding.
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So we want to set our fault into the plus over here, which should give
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us on most of them.
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You see like a nice little fold like that.
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The curling will basically give you like a little bit of like rotation
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almost.
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So that's pretty good to maybe set into the - a little bit and then
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the twisting you get also give it like a little bit of just a random
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twisting over here just to add a little bit more variation.
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Now, we have our vertex and our vertex is basically, like some random
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noise.
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I would call it over here.
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So it's similar to like the noise, but it doesn't often work very
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well.
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Unless you have, like, very large amount of geometry.
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So that's all looking good.
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So, we got that one orientation over here.
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So, in our orientation, we have the aligned so that one allows us to
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often are very like, push it down a little bit and the fold, I don't
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care.
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But the facing
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I do care about she intermediate you can also play around.
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You like your different settings over here and it just takes a second
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to find exactly the setting that you want.
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So let's do a global over here like that.
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And now what I'm going to do is over here.
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You also have your up, right?
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And out rotation or as you can see.
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So that basically allows us to watch can push them down.
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But I think what I'm going to do is I'm going to try and use a force
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in this case and
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We actually have a direction over here.
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So we should be able to use that for go to forces.
252
00:11:01,025 --> 00:11:06,925
Let's turn on Direction and let's set this quite strongly to like 12
253
00:11:06,925 --> 00:11:08,625
or something and then you can see what it does.
254
00:11:08,625 --> 00:11:12,025
Is it kind of like bushes the leaves, all down over here.
255
00:11:12,625 --> 00:11:19,325
Now having them all face me is a little bit tricky because the reason
256
00:11:19,325 --> 00:11:24,425
why it is tricky is because they are rotating around our actual
257
00:11:24,425 --> 00:11:25,325
branches.
258
00:11:25,425 --> 00:11:26,725
So there is no Direction.
259
00:11:26,925 --> 00:11:30,525
Them to face if they are placed at the back of the branches.
260
00:11:30,925 --> 00:11:33,825
Now, it doesn't matter too much because this is like hanging IV, so
261
00:11:33,825 --> 00:11:35,525
you can kind of see it from outside.
262
00:11:35,825 --> 00:11:39,925
So what I would do is yes, you can play around with like orientation
263
00:11:40,125 --> 00:11:40,225
here.
264
00:11:40,225 --> 00:11:43,325
You can see like the facing and then it like twice to rotate, but you
265
00:11:43,325 --> 00:11:46,325
can see that it does not do a super good job.
266
00:11:47,025 --> 00:11:49,725
I'm just going to go in to generate and I'm going to boost up my
267
00:11:49,725 --> 00:11:52,125
numbers quite a bit, just to see how that looks.
268
00:11:52,825 --> 00:11:53,725
Okay, over here.
269
00:11:53,725 --> 00:11:56,625
So the one thing that I noticed that we might want to
270
00:11:56,825 --> 00:12:00,925
Go ahead and go for like a little bit more like dancer.
271
00:12:02,025 --> 00:12:05,025
Ivy over you but that's something that we can just do by adding more
272
00:12:05,025 --> 00:12:05,625
botches.
273
00:12:05,925 --> 00:12:08,925
The first thing I want to do and this is where it is a really cool
274
00:12:08,925 --> 00:12:09,225
technique.
275
00:12:09,225 --> 00:12:11,925
Right now, all of these Ivy piece over here.
276
00:12:11,925 --> 00:12:14,025
They are intersecting and I don't want that.
277
00:12:14,325 --> 00:12:17,325
So what I'm going to do is I'm going to go to Collision up here and
278
00:12:17,325 --> 00:12:19,125
I'm going to set this to a high quality.
279
00:12:19,425 --> 00:12:22,525
And when you do that, what that will do is it will basically remove
280
00:12:22,525 --> 00:12:24,925
any leaves that are intersecting.
281
00:12:25,425 --> 00:12:27,725
Now, as you can imagine, because a lot of leaf or intersecting.
282
00:12:27,725 --> 00:12:31,225
We now have way less leaves, but that is okay, because now
283
00:12:31,325 --> 00:12:34,025
Now if we just go ahead and we just want to basically boost up the
284
00:12:34,025 --> 00:12:35,025
numbers a lot.
285
00:12:35,025 --> 00:12:39,625
So let's go to like 60 for example, and then if we leave it off you
286
00:12:39,625 --> 00:12:41,125
can see that we aren't even more.
287
00:12:41,125 --> 00:12:45,225
So we just want to M really like you're like 180 or sometimes you just
288
00:12:45,225 --> 00:12:47,525
need to go like 200 or something like that.
289
00:12:48,425 --> 00:12:51,225
So that will already apply a lot of leaves.
290
00:12:51,225 --> 00:12:52,625
So that's probably fine.
291
00:12:53,225 --> 00:12:55,125
And then if we go back to our branches,
292
00:12:56,425 --> 00:13:00,625
And you know branches first of all, I feel like if I go to generate
293
00:13:00,625 --> 00:13:05,925
that, I want to set my first a little bit higher over here C and then
294
00:13:05,925 --> 00:13:08,925
basically you want to just go ahead and increase the number of watches
295
00:13:09,225 --> 00:13:12,725
and then this way you can basically art even more.
296
00:13:14,725 --> 00:13:16,225
Here, C, IV like that.
297
00:13:16,625 --> 00:13:17,925
So that's all looking pretty, cool.
298
00:13:19,225 --> 00:13:22,825
I kind of want to see what planer does if I go into my forces and go
299
00:13:22,825 --> 00:13:23,525
to planar.
300
00:13:25,825 --> 00:13:29,425
Instead working that is kind like stops growing.
301
00:13:31,925 --> 00:13:37,025
Not too much like a little bit like it does try to stop growing.
302
00:13:37,025 --> 00:13:39,625
The leaves to go inside of the plane.
303
00:13:40,025 --> 00:13:41,325
But let's see.
304
00:13:41,425 --> 00:13:42,725
Let's say that we have something like this.
305
00:13:43,825 --> 00:13:46,325
Now, let's go ahead and just fix a little bit, a few problems.
306
00:13:46,325 --> 00:13:47,825
Let's go into our little bunches.
307
00:13:48,625 --> 00:13:52,025
Let's get started by setting the first.
308
00:13:53,125 --> 00:13:56,425
A little bit lower because else they are trying to keep up too much to
309
00:13:56,425 --> 00:13:57,025
the top.
310
00:13:57,225 --> 00:13:58,525
Let's try 00.
311
00:13:59,625 --> 00:14:01,625
No, I want to go like a little bit higher.
312
00:14:01,725 --> 00:14:02,025
There we go.
313
00:14:02,025 --> 00:14:06,925
Just to let me like remove those next proportional editing 21.
314
00:14:06,925 --> 00:14:07,825
Let's try 15.
315
00:14:09,725 --> 00:14:10,225
Here we go.
316
00:14:10,225 --> 00:14:11,625
So that's like a little bit less.
317
00:14:11,725 --> 00:14:13,925
I know that sticking to the ground but that's no problem.
318
00:14:14,325 --> 00:14:18,225
So, over here, as you can see, we now have our branches like this and
319
00:14:18,225 --> 00:14:20,925
this also gives us the opportunity to still go in here.
320
00:14:21,225 --> 00:14:26,525
And for example, click on this one, and if I go to note, I should be
321
00:14:26,525 --> 00:14:27,925
able to still change the length.
322
00:14:27,925 --> 00:14:29,125
It might be a little bit slow.
323
00:14:29,125 --> 00:14:32,425
If you do not have powerful computer, but like this, you can see that
324
00:14:32,425 --> 00:14:34,825
I am able to control.
325
00:14:38,825 --> 00:14:42,525
The lungs and then we get like a nice looking Ivy like this.
326
00:14:43,125 --> 00:14:43,625
Okay.
327
00:14:43,625 --> 00:14:44,925
So let's go back to generator.
328
00:14:44,925 --> 00:14:49,625
So we got those done these punches that you can see over here.
329
00:14:49,625 --> 00:14:52,125
Don't worry about it too much about that thickness.
330
00:14:52,325 --> 00:14:54,925
You can set the thickness now, but we are going to replace those with
331
00:14:54,925 --> 00:14:55,325
planes.
332
00:14:55,325 --> 00:14:58,225
So, let's see how it looks if we like make it a little bit thicker
333
00:14:58,225 --> 00:15:02,725
because the thickness does sort of response to the rest.
334
00:15:03,525 --> 00:15:08,325
So we got these ones and feel like maybe I want to make my bar.
335
00:15:08,525 --> 00:15:10,225
Just here in the last.
336
00:15:10,925 --> 00:15:15,025
It's maybe like push it a little bit further in over here.
337
00:15:15,025 --> 00:15:15,325
Stat.
338
00:15:15,325 --> 00:15:18,525
We have like quite an interesting looking Ivy and that's basically the
339
00:15:18,525 --> 00:15:19,025
goal of this.
340
00:15:19,025 --> 00:15:21,425
You just want to get like a nice and interesting looking IV.
341
00:15:21,425 --> 00:15:26,225
That also looks good when it's like, I'm like hanging off something or
342
00:15:26,225 --> 00:15:27,625
like hanging against the wall.
343
00:15:28,225 --> 00:15:31,225
Now, as I said before, right now, it is hanging against the wall.
344
00:15:31,725 --> 00:15:35,125
You can be careful what you can play around a little bit.
345
00:15:35,125 --> 00:15:38,125
If you go to your forces and set like the cube Collision,
346
00:15:38,425 --> 00:15:39,725
So right now it is set to 18.
347
00:15:39,725 --> 00:15:46,125
If I said to like 10 or maybe like five, you see, we are able to mess
348
00:15:46,125 --> 00:15:47,525
up and make them more messy.
349
00:15:47,525 --> 00:15:48,725
Let's do to see.
350
00:15:49,025 --> 00:15:53,025
So you are able to make your IV a little bit more messy, and I'm going
351
00:15:53,025 --> 00:15:54,525
to go maybe like three.
352
00:15:55,925 --> 00:15:59,325
I want I want to be careful because this definitely does not always
353
00:15:59,325 --> 00:16:01,325
look very good that it has like these bands.
354
00:16:02,625 --> 00:16:04,825
And that makes me want to like force it down.
355
00:16:04,825 --> 00:16:07,825
So let's click on this one over here.
356
00:16:08,625 --> 00:16:09,825
See if I can maybe
357
00:16:11,725 --> 00:16:12,625
Oh, hello.
358
00:16:14,125 --> 00:16:15,125
Didn't mean to do that.
359
00:16:15,525 --> 00:16:16,325
Text that neat.
360
00:16:18,325 --> 00:16:19,425
I feel like that's a bug.
361
00:16:21,125 --> 00:16:21,925
Yeah, that's that.
362
00:16:21,925 --> 00:16:25,525
Feels like a bug or maybe like some kind of like a limitation because
363
00:16:25,525 --> 00:16:27,525
it's not allowing me to actually rotate it.
364
00:16:27,525 --> 00:16:29,425
The way that I want to is there.
365
00:16:29,425 --> 00:16:32,125
There used to be also, like, rotations up here.
366
00:16:33,325 --> 00:16:36,425
But I guess that they change.
367
00:16:36,625 --> 00:16:37,225
Here we go.
368
00:16:37,325 --> 00:16:40,825
We can do kinda like, rotation over here, but we are actually changing
369
00:16:40,825 --> 00:16:41,925
the radius, I believe.
370
00:16:41,925 --> 00:16:43,625
So it's technically another rotation.
371
00:16:44,125 --> 00:16:44,425
But okay.
372
00:16:44,425 --> 00:16:46,625
So basically that's looking pretty good.
373
00:16:46,625 --> 00:16:47,525
I think that I'm
374
00:16:47,625 --> 00:16:48,725
Quite happy with this.
375
00:16:48,725 --> 00:16:53,025
And now if you would hide your trunk and the big part is over here,
376
00:16:53,025 --> 00:16:53,925
just by pressing H.
377
00:16:53,925 --> 00:16:56,125
You can see that this is now your IV.
378
00:16:56,125 --> 00:16:57,525
So you can see that.
379
00:16:57,525 --> 00:16:59,725
Yes, the IV is technically not connected at the top.
380
00:16:59,725 --> 00:17:04,625
But this is where you would often have it sitting inside of a wall, or
381
00:17:04,625 --> 00:17:08,525
what you can do is you can do what we did before, where if you have
382
00:17:08,525 --> 00:17:10,325
your Cube.
383
00:17:10,325 --> 00:17:13,925
You can also run a few bunches this direction so kind like over it.
384
00:17:13,925 --> 00:17:17,525
But often, what I found is that in the way that we are going to use
385
00:17:17,525 --> 00:17:17,625
these
386
00:17:17,625 --> 00:17:21,825
A species, this is more than enough and we don't need to have also on
387
00:17:21,825 --> 00:17:24,825
top like this big punches, but you can have them if you want.
388
00:17:24,825 --> 00:17:28,225
Like these bigger ones you can and carefully, Maybe.
389
00:17:30,125 --> 00:17:33,425
Set the radius lower and just need to make sure that this is what I
390
00:17:33,425 --> 00:17:34,225
mean like it.
391
00:17:34,325 --> 00:17:35,725
If I said, hey you should lower.
392
00:17:35,725 --> 00:17:39,325
It is actually quite bad because it is trying to compensate with the
393
00:17:39,325 --> 00:17:40,725
amount of punches that we have.
394
00:17:41,625 --> 00:17:43,325
So anyway, this is done.
395
00:17:43,325 --> 00:17:45,425
Let's go ahead and save our scene over here.
396
00:17:45,825 --> 00:17:47,725
So that's looking pretty good here here C.
397
00:17:47,725 --> 00:17:50,325
So they are not all pointing down.
398
00:17:50,325 --> 00:17:53,625
So they all have like a little bit of like an Direction.
399
00:17:53,925 --> 00:17:56,725
So now what we're going to do is we are going to basically replace
400
00:17:56,725 --> 00:17:58,625
these we'll eat in punches with
401
00:17:58,725 --> 00:17:59,725
With planes.
402
00:18:00,025 --> 00:18:02,325
And let's go to be a little bit of a tricky one.
403
00:18:02,325 --> 00:18:05,625
So it involves a little bit of baking down which we will go for a
404
00:18:05,625 --> 00:18:09,525
little bit later on also, but it should not be too difficult.
405
00:18:09,825 --> 00:18:13,125
Basically, what we want to do is we want to go ahead and go into Maya
406
00:18:13,225 --> 00:18:14,625
and I'm can delete this one.
407
00:18:15,325 --> 00:18:18,525
We want to create a custom branch, which is going to be just like a
408
00:18:18,525 --> 00:18:18,825
plane.
409
00:18:19,325 --> 00:18:22,225
So it is if we just create a simple plane like this.
410
00:18:23,525 --> 00:18:26,925
Gets rid of all of your segments and displaying, you basically want to
411
00:18:26,925 --> 00:18:31,625
go out and rotate it, 90 degrees, and let's go in here.
412
00:18:31,625 --> 00:18:35,325
You want to move it so that it is pretty much on the pivot point over
413
00:18:35,325 --> 00:18:40,425
here, and I'm going to go ahead and I'm going to scale this in.
414
00:18:40,425 --> 00:18:43,825
So it needs to be really thin as thin as you want your punches to be.
415
00:18:45,025 --> 00:18:48,725
And I want to have my branches be quite thin like this over here.
416
00:18:49,625 --> 00:18:52,325
Now, the reason why this is a little bit tricky, is because I actually
417
00:18:52,325 --> 00:18:56,125
want to go ahead and I want to add like some height information in
418
00:18:56,125 --> 00:18:58,825
here so that they do look a little bit like branches.
419
00:18:59,325 --> 00:19:02,525
Now we can do this using baking or we can do this, using substances
420
00:19:02,525 --> 00:19:02,925
einar.
421
00:19:03,825 --> 00:19:07,425
The problem is, let me just have a think, am I going to use substances
422
00:19:07,425 --> 00:19:10,825
einar a doll because I don't want to use substance designer for one
423
00:19:10,825 --> 00:19:12,825
single thing in this entire tutorial.
424
00:19:14,525 --> 00:19:16,325
Yes, I am going to substance designer.
425
00:19:16,325 --> 00:19:18,125
So I'm going to do this in substance designer.
426
00:19:18,625 --> 00:19:21,125
So I've been saying that word a lot.
427
00:19:21,425 --> 00:19:23,925
So, we got over here this leave, that's fine.
428
00:19:24,125 --> 00:19:27,825
Just make sure that in your UV editor that this plane is still
429
00:19:28,125 --> 00:19:31,325
covering the entire area like this even though it is very thin.
430
00:19:31,725 --> 00:19:33,625
We want to have that next.
431
00:19:33,625 --> 00:19:36,325
What we're going to do is we are going to select these edges.
432
00:19:36,325 --> 00:19:40,225
That we are going to add a few segments over here, and these segments
433
00:19:40,225 --> 00:19:40,625
control.
434
00:19:40,625 --> 00:19:42,725
Also once again, how high Poli your
435
00:19:44,125 --> 00:19:46,925
Pieces are going to be, so I'm going to go these do not need to be
436
00:19:46,925 --> 00:19:47,525
very high.
437
00:19:47,525 --> 00:19:50,725
I think 10 should be more than enough over here.
438
00:19:51,625 --> 00:19:56,225
And once we have this little leaf, remember that inside of speedtree,
439
00:19:56,225 --> 00:19:58,325
the pivot point will be at the very bottom.
440
00:19:58,325 --> 00:20:01,225
So that's why we want to set this on like the ends.
441
00:20:01,725 --> 00:20:04,825
And then what we can do is you can go file and do like an export
442
00:20:04,825 --> 00:20:06,925
selection and we are going to call this one.
443
00:20:09,325 --> 00:20:12,325
Let's go up here, one up and let's call this.
444
00:20:13,625 --> 00:20:14,925
Ivy on the score.
445
00:20:16,125 --> 00:20:18,025
Tin and the score brunch.
446
00:20:19,425 --> 00:20:20,325
And Export.
447
00:20:20,425 --> 00:20:21,925
Okay, so we got that one done.
448
00:20:22,525 --> 00:20:26,825
And now if we go ahead and if we go into Speed 3 first and then we
449
00:20:26,825 --> 00:20:27,925
will do the rest later on.
450
00:20:28,325 --> 00:20:31,925
We can create already a new material that we will call.
451
00:20:33,125 --> 00:20:35,025
Bark over here.
452
00:20:36,225 --> 00:20:38,925
And in this material, we can go ahead and make sure that it is
453
00:20:38,925 --> 00:20:41,725
two-sided and start by.
454
00:20:41,725 --> 00:20:47,125
I'm just navigating to it, applying our bark textures, which is this
455
00:20:47,125 --> 00:20:47,625
one.
456
00:20:48,225 --> 00:20:52,725
I'm normal and our happiness, which in this case would be like a gloss
457
00:20:52,725 --> 00:20:53,325
over here.
458
00:20:53,725 --> 00:20:55,125
She want, you can even add your buck.
459
00:20:55,125 --> 00:20:56,925
If you want to have like a hyperbola IV.
460
00:20:56,925 --> 00:20:58,025
This would pretty much already.
461
00:20:58,025 --> 00:20:59,925
Be like your hypo div over here.
462
00:21:00,525 --> 00:21:03,825
But of course, you see that is looking pretty cool already.
463
00:21:04,025 --> 00:21:05,825
But of course, we are going to go for game, ready.
464
00:21:06,625 --> 00:21:08,325
So, we have a balk.
465
00:21:08,825 --> 00:21:11,925
Now, if we go ahead and go to our little branches.
466
00:21:12,425 --> 00:21:15,325
This is basically trick that you can do in the latest versions of
467
00:21:15,325 --> 00:21:16,825
speedtree, which you will go.
468
00:21:17,325 --> 00:21:18,525
First of all, let's save our scene.
469
00:21:18,825 --> 00:21:22,825
Now down here, we can convert our in our skin tab.
470
00:21:22,825 --> 00:21:26,625
We can go further to type from polygons to spline only.
471
00:21:26,825 --> 00:21:30,125
This means that it will read only the splines that we have generated
472
00:21:30,225 --> 00:21:33,025
and then we are free to Art whatever we want on top of this.
473
00:21:33,625 --> 00:21:35,525
And the way that we are going to do this is we are going to right
474
00:21:35,525 --> 00:21:35,825
click
475
00:21:35,925 --> 00:21:40,025
We add geometry to select it and add a mesh over here.
476
00:21:40,925 --> 00:21:41,925
You can see that.
477
00:21:43,825 --> 00:21:45,925
It's yes, he does a spline.
478
00:21:46,025 --> 00:21:48,725
I don't owe you a little because sorry, I got confused by name.
479
00:21:49,225 --> 00:21:50,725
It does slide into the spline.
480
00:21:50,725 --> 00:21:51,825
Still has the leaves.
481
00:21:51,825 --> 00:21:54,325
So, the leaves are following the spline, which means that they will
482
00:21:54,325 --> 00:21:56,725
stay the same and then we have a mesh over here.
483
00:21:56,825 --> 00:21:57,425
Of course.
484
00:21:57,425 --> 00:21:57,725
Right now.
485
00:21:57,725 --> 00:22:02,225
It is Cubes, but you might have guessed it if we go ahead and we can
486
00:22:02,225 --> 00:22:04,525
go to our bark over here.
487
00:22:06,425 --> 00:22:06,725
Oh, no.
488
00:22:06,725 --> 00:22:06,925
Sorry.
489
00:22:06,925 --> 00:22:09,625
Go to our mesh over here because this is a custom mesh.
490
00:22:10,125 --> 00:22:12,825
And then in here, we want to basically apply a mesh.
491
00:22:13,125 --> 00:22:16,125
Now, you can do it by pressing the plus over here, or you can go to
492
00:22:16,125 --> 00:22:16,625
file.
493
00:22:16,725 --> 00:22:20,225
And you can, of course, go in here and art or import and mesh.
494
00:22:20,625 --> 00:22:25,125
I'm just going to use the plus over here, and I'm going to navigate
495
00:22:25,125 --> 00:22:26,825
one second to my other screen.
496
00:22:27,925 --> 00:22:28,625
Like this.
497
00:22:31,025 --> 00:22:34,325
And always we can actually just go one back over here.
498
00:22:34,525 --> 00:22:38,925
So we want to open up this one and if we just go down here we have,
499
00:22:38,925 --> 00:22:41,725
I've eaten behind sheet is now located and we just want to make sure
500
00:22:41,725 --> 00:22:43,925
that it has the same direction as our Leaf.
501
00:22:43,925 --> 00:22:48,825
So we want to go set the orientation to Y up left hand that I believe.
502
00:22:49,925 --> 00:22:50,425
On our way.
503
00:22:50,425 --> 00:22:51,425
It's why up?
504
00:22:54,325 --> 00:22:54,525
Yeah.
505
00:22:54,525 --> 00:22:56,425
Why I'm left-handed and then flip it in.
506
00:22:56,525 --> 00:22:57,125
I don't know.
507
00:22:57,125 --> 00:22:57,725
Exact.
508
00:22:57,825 --> 00:23:00,725
I want to have a flat but I forgot.
509
00:23:02,025 --> 00:23:02,725
Which direction?
510
00:23:02,725 --> 00:23:03,725
I need to flip it in?
511
00:23:06,825 --> 00:23:07,425
Come on.
512
00:23:08,625 --> 00:23:09,425
She's not working.
513
00:23:09,525 --> 00:23:09,725
Also.
514
00:23:09,725 --> 00:23:11,525
I'm just going to rotate it if it's not working.
515
00:23:11,525 --> 00:23:12,825
Okay, so it is not working.
516
00:23:13,025 --> 00:23:13,525
In that case.
517
00:23:13,525 --> 00:23:17,525
I'm just going to go in Maya and I'm just going to do like a quick 90
518
00:23:17,525 --> 00:23:18,525
degree rotation.
519
00:23:19,925 --> 00:23:20,325
Over here.
520
00:23:21,025 --> 00:23:24,425
Normally you can just set the flipping but I don't know why this time.
521
00:23:24,425 --> 00:23:25,525
It's sides not to work.
522
00:23:25,625 --> 00:23:27,825
So you can just reacts put it on the same file.
523
00:23:28,325 --> 00:23:31,025
Go in here and just press the little Helo button and there we go.
524
00:23:31,025 --> 00:23:32,925
So that's now should work totally fine.
525
00:23:33,625 --> 00:23:36,625
And now all that we will need to do is we just need to quickly, grab
526
00:23:36,625 --> 00:23:37,725
the IV, bunch.
527
00:23:41,125 --> 00:23:42,125
I keep forgetting that.
528
00:23:42,225 --> 00:23:42,725
Sorry.
529
00:23:42,725 --> 00:23:44,725
I've been forgetting this for years.
530
00:23:45,925 --> 00:23:51,525
Go to your back, go to the cutout meshes select your IV Branch because
531
00:23:51,525 --> 00:23:53,125
you can only do it via a material.
532
00:23:53,625 --> 00:23:56,225
And now, click and drag it on here.
533
00:23:57,025 --> 00:24:00,325
And then what you can see is over here, we have our
534
00:24:02,825 --> 00:24:04,625
Bunch of it a little bit too thick.
535
00:24:04,825 --> 00:24:05,025
Now.
536
00:24:05,025 --> 00:24:08,325
I believe that we are able to do some scaling in here.
537
00:24:09,125 --> 00:24:15,025
But if we go to our mesh, we should be able to do some kind of scaling
538
00:24:15,025 --> 00:24:19,725
in here but use actual size, but I don't know if it is on the X and Y
539
00:24:19,725 --> 00:24:20,325
scaling.
540
00:24:20,725 --> 00:24:22,925
Let's yeah, here it's on the X&Y scaling.
541
00:24:22,925 --> 00:24:25,425
So I will need to go ahead and I will probably need to do this
542
00:24:25,925 --> 00:24:28,625
manually, but as you can see, you can kind of like see the Logics of
543
00:24:28,625 --> 00:24:28,925
it.
544
00:24:29,225 --> 00:24:30,525
So we just need to go in.
545
00:24:31,325 --> 00:24:36,625
Over U Visa also a little bit warm, but that can be just like this
546
00:24:36,725 --> 00:24:38,125
tasting UV over here.
547
00:24:38,825 --> 00:24:41,325
So let's go ahead and let's make it.
548
00:24:43,125 --> 00:24:44,025
Here on 2000.
549
00:24:44,125 --> 00:24:48,225
I'm going to make it a little bit thinner and I'm going to show make
550
00:24:48,225 --> 00:24:49,025
it shorter.
551
00:24:49,725 --> 00:24:51,325
So I'm just blending over here.
552
00:24:51,625 --> 00:24:53,325
So it takes a little bit of thinking.
553
00:24:53,625 --> 00:24:56,525
I'm just going to edit my Pivot inside of Maya by Personnel, a pivot
554
00:24:56,525 --> 00:24:57,725
in our tool settings.
555
00:24:58,325 --> 00:24:59,625
Turn on snapping two points.
556
00:24:59,625 --> 00:25:03,725
And I'm going to snap it to the below point and I was going to make it
557
00:25:03,725 --> 00:25:07,925
a little bit shorter, which is on the y-axis, I believe.
558
00:25:08,925 --> 00:25:11,325
Yes, on the y-axis is 0.5 or no.
559
00:25:11,325 --> 00:25:12,325
Sorry x axis.
560
00:25:13,325 --> 00:25:13,925
There we go.
561
00:25:14,725 --> 00:25:16,525
And I was going to make it a lot thinner.
562
00:25:16,525 --> 00:25:18,725
So on the Z axis, let's do zero point.
563
00:25:20,025 --> 00:25:21,025
0.1.
564
00:25:21,325 --> 00:25:25,025
Yeah, I think 0.1 should be enough and now let's try and do another
565
00:25:25,125 --> 00:25:26,125
export again.
566
00:25:26,325 --> 00:25:29,725
So we basically just need to kind like get it into the right location
567
00:25:29,725 --> 00:25:30,325
over here.
568
00:25:31,125 --> 00:25:34,825
So let's go into our meshes and reload.
569
00:25:37,125 --> 00:25:38,125
So, is that?
570
00:25:39,525 --> 00:25:40,225
Fixing it.
571
00:25:40,225 --> 00:25:41,025
No, it is not.
572
00:25:41,025 --> 00:25:43,325
I think I have feeling what it is doing.
573
00:25:43,325 --> 00:25:45,625
Is it is it is over Whiting?
574
00:25:47,225 --> 00:25:48,425
Our ticket is over here.
575
00:25:49,825 --> 00:25:56,125
So if you go down over here to defamation, you should be able to also
576
00:25:56,125 --> 00:25:57,725
set the radio scale here.
577
00:25:58,125 --> 00:26:00,625
So that will control this, like the thickness.
578
00:26:00,625 --> 00:26:01,725
So that's one is fine.
579
00:26:02,125 --> 00:26:03,425
Now for our UVS.
580
00:26:03,425 --> 00:26:04,325
We are running.
581
00:26:04,725 --> 00:26:06,825
Wow, we are running way out of time.
582
00:26:07,025 --> 00:26:10,225
So what we'll be doing in the next chapter is we will go ahead and we
583
00:26:10,225 --> 00:26:11,625
will focus.
584
00:26:11,625 --> 00:26:15,025
First of all on just fixing iuvs, which should be a very easy fix.
585
00:26:15,025 --> 00:26:15,825
That's no problem.
586
00:26:16,525 --> 00:26:19,525
The second thing that we're going to do is I want to
587
00:26:19,625 --> 00:26:24,325
Try and see if I can also like get like some scooping or like some
588
00:26:24,325 --> 00:26:25,425
thickness, variation.
589
00:26:25,725 --> 00:26:28,925
Just like we had before, this one might be a little bit trickier, but
590
00:26:28,925 --> 00:26:31,125
it might be just like a case out.
591
00:26:31,125 --> 00:26:35,025
Let me just quickly try because I've never tried this before, in disk,
592
00:26:35,025 --> 00:26:39,325
in this way over here, but it might just be iarc.
593
00:26:39,325 --> 00:26:40,125
So, that's Works.
594
00:26:40,125 --> 00:26:40,825
Totally fine.
595
00:26:41,125 --> 00:26:45,025
So, like this, we can basically have like dinner ends so that they
596
00:26:45,025 --> 00:26:48,225
basically go from thick to thin so you can just set it by simply
597
00:26:48,225 --> 00:26:49,225
clicking on here.
598
00:26:49,525 --> 00:26:52,625
To adding points in between your mesh, and then you can just move
599
00:26:52,625 --> 00:26:53,325
these points.
600
00:26:53,425 --> 00:26:55,225
So it is the little calf next to it.
601
00:26:55,225 --> 00:26:56,825
You will get used to using these graphs.
602
00:26:57,025 --> 00:26:57,525
So that's one.
603
00:26:57,525 --> 00:26:58,125
So, okay.
604
00:26:59,125 --> 00:27:02,825
Next up, would be to fix our UVS.
605
00:27:02,825 --> 00:27:05,425
And then I will also show you how to, of course, just properly, set
606
00:27:05,425 --> 00:27:07,425
this up inside of Unreal Engine in the47020
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