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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:00,925 Okay. 2 00:00:00,925 --> 00:00:04,725 So let's go ahead and continue with the IV now that we have all of our 3 00:00:04,725 --> 00:00:06,425 Branch branches in place. 4 00:00:06,525 --> 00:00:08,925 Now, comes the tricky part, which is going to be our leaves. 5 00:00:09,525 --> 00:00:13,825 So the reason that the leaves are little bit tricky, is because it's 6 00:00:13,825 --> 00:00:15,225 about the directions and everything. 7 00:00:15,225 --> 00:00:19,125 So, as you can see over here, they are all facing forward and they are 8 00:00:19,125 --> 00:00:20,625 kind like pointing downwards. 9 00:00:20,625 --> 00:00:23,325 So that's what we can like, want to get, but then we still want to get 10 00:00:23,325 --> 00:00:24,425 some variation in it. 11 00:00:24,625 --> 00:00:26,125 And of course, we cannot do by hand. 12 00:00:26,125 --> 00:00:29,125 It needs to be completely generated because there are so many of them. 13 00:00:30,925 --> 00:00:33,925 Now we want to get started by creating a new material. 14 00:00:34,025 --> 00:00:38,925 So if we go up here to the plus minus sign new, click on it and press 15 00:00:38,925 --> 00:00:42,725 renamed and just call this IV on the score. 16 00:00:42,825 --> 00:00:45,625 Leaves over here and then we can just press. 17 00:00:45,625 --> 00:00:45,925 Ok. 18 00:00:46,325 --> 00:00:49,025 So we need to go out and we need to set up our textures because our 19 00:00:49,025 --> 00:00:50,625 taxes will XE dictate. 20 00:00:50,625 --> 00:00:53,125 Also the mesh of a leaves. 21 00:00:53,625 --> 00:00:58,725 So if we go to textures we are had some textured calm IV 0 1. 22 00:00:58,725 --> 00:01:00,225 These are the ones that we used. 23 00:01:00,725 --> 00:01:05,125 So I can go ahead and I can go to drag my base color or my Albedo into 24 00:01:05,325 --> 00:01:05,925 Cola. 25 00:01:07,225 --> 00:01:10,025 My mask is opacity normal into normal. 26 00:01:10,425 --> 00:01:13,925 And I guess if you want you can also use your translucency into the 27 00:01:13,925 --> 00:01:15,925 subsurface, but it doesn't really matter. 28 00:01:15,925 --> 00:01:19,325 This is not so much about it, then during let's do it subsurface. 29 00:01:19,325 --> 00:01:21,225 Like 0.2., There we go. 30 00:01:21,425 --> 00:01:22,825 This is not so much about handling. 31 00:01:22,825 --> 00:01:25,225 It is just about being able to preview things. 32 00:01:25,825 --> 00:01:28,225 Now a few quite important things. 33 00:01:28,225 --> 00:01:30,525 First of all, just turn on two-sided over here. 34 00:01:30,825 --> 00:01:33,025 So that we can see it on both sides here. 35 00:01:33,025 --> 00:01:34,025 You can see the over here. 36 00:01:34,625 --> 00:01:36,925 And now what we're going to do is we are going to create our Leaf 37 00:01:36,925 --> 00:01:38,725 meshes to do this. 38 00:01:38,725 --> 00:01:42,725 You want to go to cut outs and meshes and then want to go out and you 39 00:01:42,725 --> 00:01:44,725 want to plot press edit over here. 40 00:01:45,325 --> 00:01:47,325 And now what you can see is a few things. 41 00:01:47,325 --> 00:01:48,325 So oops. 42 00:01:49,625 --> 00:01:50,225 You can edit. 43 00:01:50,525 --> 00:01:51,825 If you click away from this window. 44 00:01:51,825 --> 00:01:52,625 It will go away. 45 00:01:52,625 --> 00:01:54,925 So that makes it sound a little bit annoying. 46 00:01:55,225 --> 00:01:58,725 So, over here, you can see that we have a plane and then over here, we 47 00:01:58,725 --> 00:02:00,125 have also, this orange thing. 48 00:02:00,325 --> 00:02:01,725 So the plane is our geometry. 49 00:02:01,725 --> 00:02:05,025 This orange thing over here is basically your pivot point Direction. 50 00:02:05,525 --> 00:02:07,825 So the first thing that you would probably want to do, is you want to 51 00:02:07,825 --> 00:02:10,825 go ahead and you want to decide, which leave you want to turn into 52 00:02:10,825 --> 00:02:11,225 geometry. 53 00:02:11,225 --> 00:02:12,625 We are going to turn this one. 54 00:02:12,625 --> 00:02:15,525 This one, this one, and this one into actual geometry. 55 00:02:16,025 --> 00:02:18,425 I'm going to set my pivot Points at the very tip. 56 00:02:18,625 --> 00:02:19,125 Over here. 57 00:02:19,625 --> 00:02:22,625 And then what I want to do is I want to change my angle up here until 58 00:02:22,625 --> 00:02:26,525 my Pivot Point, until the orange line is roughly going into the 59 00:02:26,525 --> 00:02:27,825 direction of a leaf. 60 00:02:28,625 --> 00:02:29,525 Now, it is super easy. 61 00:02:29,525 --> 00:02:32,425 So to create a sleeve for want to basically click on the head Point, 62 00:02:32,425 --> 00:02:33,825 click and drag over here. 63 00:02:35,325 --> 00:02:37,025 And you want to do that with all of them. 64 00:02:37,425 --> 00:02:41,625 Now that can be points like over here where I need more points in 65 00:02:41,625 --> 00:02:42,825 order to create my leaf. 66 00:02:43,125 --> 00:02:44,125 This is super simple. 67 00:02:44,125 --> 00:02:46,625 All we need to do is just click in empty space over here or well, 68 00:02:46,625 --> 00:02:51,525 click on the edge and then you can add some extra points and you just 69 00:02:51,525 --> 00:02:53,625 want to try and use as little points as possible. 70 00:02:53,625 --> 00:02:56,825 So I'm going to go for something like this, and now you can see that 71 00:02:56,825 --> 00:03:00,625 it is in casing, our Leaf over here, and then it simply has like this 72 00:03:00,625 --> 00:03:01,425 Orange Point. 73 00:03:01,925 --> 00:03:04,125 Now, do not click away yet few things. 74 00:03:04,225 --> 00:03:05,925 I want to show you, you can go up here. 75 00:03:05,925 --> 00:03:08,625 And if you want to remove points, you can click over here on remove 76 00:03:08,625 --> 00:03:11,225 points and you can simply paint them away like that. 77 00:03:12,525 --> 00:03:14,725 And this one is reset or clear. 78 00:03:14,725 --> 00:03:17,225 The point, which I'm not going to press here. 79 00:03:17,225 --> 00:03:18,325 Let me just place the back. 80 00:03:18,925 --> 00:03:22,225 So yeah, just so, you know, so that you can remove them or not. 81 00:03:22,525 --> 00:03:25,725 Also, you can turn on and off the show opacity, and also the show 82 00:03:25,725 --> 00:03:27,525 color, so that you can see everything. 83 00:03:28,225 --> 00:03:28,825 Now. 84 00:03:29,425 --> 00:03:31,525 What we're going to do is we are going to pass this little arrow 85 00:03:31,525 --> 00:03:34,125 button, and we can assign our Leaf over. 86 00:03:34,825 --> 00:03:36,625 Now you have different LEDs. 87 00:03:36,625 --> 00:03:40,325 However, I personally like to do the elodie's using Unreal because in 88 00:03:40,325 --> 00:03:41,625 realizing can generate it. 89 00:03:41,825 --> 00:03:45,325 Since we also need to do a little bit of work inside of Maya on these 90 00:03:45,325 --> 00:03:47,725 meshes before, they are ready for in real. 91 00:03:48,125 --> 00:03:50,425 So what I tend to do is I tend to just go ahead and just throw this 92 00:03:50,425 --> 00:03:51,925 into my high over here. 93 00:03:52,425 --> 00:03:54,625 If you want, you can just throw it in all of them doesn't really 94 00:03:54,625 --> 00:03:55,225 matter. 95 00:03:55,725 --> 00:03:58,625 And once that is done, you can click away and now you can see that you 96 00:03:58,625 --> 00:04:00,825 have your Leaf here, done. 97 00:04:01,525 --> 00:04:04,025 Now if you want to add multiple leaves, which we want to do. 98 00:04:04,225 --> 00:04:09,425 You can simply press the up button and we had three, no, wait. 99 00:04:09,425 --> 00:04:10,825 We got form that, my belief. 100 00:04:11,625 --> 00:04:15,125 So now having these four, we can just press edit on the second one and 101 00:04:15,125 --> 00:04:16,225 we can basically do the same thing. 102 00:04:16,225 --> 00:04:18,425 So you just basically grab 103 00:04:19,925 --> 00:04:21,325 And Ivy point over here. 104 00:04:26,525 --> 00:04:28,925 Like that and then we can also cut the Pivot Point. 105 00:04:29,025 --> 00:04:31,925 Technically, the order in which you do. 106 00:04:31,925 --> 00:04:34,725 It doesn't really matter, but you basically said it down, then your 107 00:04:34,725 --> 00:04:35,525 artist. 108 00:04:35,725 --> 00:04:39,025 Another thing that I did want to show you is that if needed you can 109 00:04:39,025 --> 00:04:40,325 add desolation. 110 00:04:40,525 --> 00:04:41,125 This is great. 111 00:04:41,125 --> 00:04:42,825 If you want to bend around your leaves. 112 00:04:43,025 --> 00:04:46,725 Now, I might want to give like a tiny bit of desolation like this. 113 00:04:46,725 --> 00:04:52,225 So only like one over here and I'm just doing this so that I could 114 00:04:52,225 --> 00:04:53,625 like, do a little bit of bending. 115 00:04:53,625 --> 00:04:56,125 It will give me slightly higher quality. 116 00:04:56,325 --> 00:04:59,525 It does mean a lot more geometry because even though it does not seem 117 00:04:59,525 --> 00:05:03,425 like a lot more geometry here because if we have 1000 leaves it will 118 00:05:03,425 --> 00:05:04,125 become a lot. 119 00:05:04,325 --> 00:05:05,225 So be careful. 120 00:05:05,225 --> 00:05:06,025 Don't do too much. 121 00:05:06,025 --> 00:05:07,025 You can also go in here. 122 00:05:07,725 --> 00:05:08,325 Yeah, I do it. 123 00:05:08,325 --> 00:05:12,425 Like for this one also and I'd like to just add them to all three but 124 00:05:12,425 --> 00:05:13,625 yeah, just don't do it. 125 00:05:13,625 --> 00:05:14,625 Don't overdo it. 126 00:05:14,625 --> 00:05:17,525 Because then it is no longer a game resolution mesh. 127 00:05:18,625 --> 00:05:22,325 So we are after this, we are going to do a lot of effort to optimize 128 00:05:22,325 --> 00:05:27,725 it so you not want to have that effort wasted because of some Leaf 129 00:05:27,725 --> 00:05:28,225 geometry. 130 00:05:28,625 --> 00:05:29,625 But anyway, here we go. 131 00:05:29,625 --> 00:05:33,425 So let's do this one and give it like one extra geometry point or 132 00:05:33,425 --> 00:05:34,825 tessellation point over here. 133 00:05:35,325 --> 00:05:37,125 And then finally we have one more 134 00:05:38,525 --> 00:05:41,025 Which is the one over here. 135 00:05:41,025 --> 00:05:41,625 Here, see now. 136 00:05:41,625 --> 00:05:45,325 I accidentally placed at Point 1 but it doesn't really matter because 137 00:05:45,825 --> 00:05:50,325 the good thing about in pain in speedtree, is that these points. 138 00:05:50,325 --> 00:05:51,625 They are quite flexible here. 139 00:05:51,625 --> 00:05:54,525 See that the geometry is quite flexible in how you use it. 140 00:05:55,025 --> 00:05:56,925 So even if you place, like an extra point, 141 00:05:57,925 --> 00:06:00,425 It doesn't really matter because you can often use reuse it and now 142 00:06:00,425 --> 00:06:01,325 she can remove it. 143 00:06:02,925 --> 00:06:04,725 And one tessellation point. 144 00:06:06,925 --> 00:06:08,125 Come on, there we go. 145 00:06:09,625 --> 00:06:13,325 Okay, so I'll leaves are done and our material is now done. 146 00:06:13,525 --> 00:06:13,625 Now. 147 00:06:13,625 --> 00:06:16,225 What we can do is we can actually start applying it to 3D. 148 00:06:16,225 --> 00:06:20,625 So let's go ahead and just make this a bit smaller and for this it 149 00:06:20,625 --> 00:06:23,425 takes a little bit of playing around so just be prepared for that. 150 00:06:24,025 --> 00:06:25,825 Let's go over here into our barges. 151 00:06:26,025 --> 00:06:26,625 We go right. 152 00:06:26,625 --> 00:06:34,525 Click add geometry to select it and we can do leaves and alternating. 153 00:06:34,525 --> 00:06:36,525 So these are new but they are quite 154 00:06:36,625 --> 00:06:37,025 Cool. 155 00:06:37,925 --> 00:06:40,225 Normally, you would use this this one actually. 156 00:06:40,225 --> 00:06:41,225 Yeah, let's use this one. 157 00:06:41,425 --> 00:06:41,925 These are new. 158 00:06:41,925 --> 00:06:44,725 I want to try them out, but I should not be trying those out inside of 159 00:06:44,725 --> 00:06:45,325 its Doyle. 160 00:06:46,025 --> 00:06:48,325 So, over here, we now have like a bunch of leaves. 161 00:06:48,425 --> 00:06:49,725 They are really, really large. 162 00:06:49,725 --> 00:06:51,525 So but that's this no problem. 163 00:06:51,925 --> 00:06:54,925 What I can do now is, I can choose my generation and I feel like 164 00:06:54,925 --> 00:06:56,725 proportional would be interesting. 165 00:06:57,825 --> 00:07:01,125 And now, there are a few specific settings that make this workflow 166 00:07:01,125 --> 00:07:04,225 stand out from the rest that I want to show you now. 167 00:07:04,225 --> 00:07:06,025 First of all, let's go ahead and go into skin. 168 00:07:06,625 --> 00:07:09,625 And then over here, it will ask you for your material in your mesh. 169 00:07:10,225 --> 00:07:10,425 Now. 170 00:07:10,425 --> 00:07:12,825 You want to set your material to ivy leaves over here. 171 00:07:12,825 --> 00:07:15,125 Now, you can see that the leaves are technically working. 172 00:07:16,325 --> 00:07:19,625 But what I like to do is I like to set my mesh to over here like the 173 00:07:19,625 --> 00:07:21,925 first one and then I just press the + sign. 174 00:07:21,925 --> 00:07:22,825 A few more times. 175 00:07:23,325 --> 00:07:31,425 I believe leaves, second one, ivy leaves, 31 and ivy leaves 41. 176 00:07:31,425 --> 00:07:34,625 So now they are randomly using these different types of leaves over 177 00:07:34,625 --> 00:07:34,925 here. 178 00:07:35,925 --> 00:07:36,325 I think I'm 179 00:07:36,525 --> 00:07:39,125 Set my subsurface to see how because in this lighting. 180 00:07:39,625 --> 00:07:40,625 It doesn't really work. 181 00:07:40,625 --> 00:07:43,125 Well over here like that. 182 00:07:43,425 --> 00:07:47,925 And also what you can do is with your light, you can. 183 00:07:48,325 --> 00:07:49,525 Oh God, I forgot how 184 00:07:50,625 --> 00:07:53,125 To be honest, I kind of forgot how to like old ate my light. 185 00:07:53,125 --> 00:07:54,725 I believe this in here somewhere. 186 00:07:56,525 --> 00:07:59,525 Let me just quickly, check this out. 187 00:08:00,825 --> 00:08:03,925 I found it was holding the V key and then you can click and then you 188 00:08:03,925 --> 00:08:05,325 can rotate your lights around. 189 00:08:05,425 --> 00:08:07,025 So I kind of forgot about that. 190 00:08:07,325 --> 00:08:08,525 Okay, so we have a leaves now. 191 00:08:08,525 --> 00:08:09,425 They are way too big. 192 00:08:09,425 --> 00:08:10,325 They are intersecting. 193 00:08:10,325 --> 00:08:13,225 They are not looking good right now, but that is no problem because 194 00:08:13,225 --> 00:08:14,425 that's what we're going to work on. 195 00:08:14,925 --> 00:08:18,725 First of all, let's go ahead and let's just set the overall size using 196 00:08:18,725 --> 00:08:23,325 our size scalar down to, like roughly the size that you want. 197 00:08:23,325 --> 00:08:28,025 Your final leaves to be, which I think, I think this is quite nice if 198 00:08:28,025 --> 00:08:30,225 you want to make your lives more. 199 00:08:30,425 --> 00:08:34,325 To most it can be useful to just make them like slightly bigger than 200 00:08:34,325 --> 00:08:36,025 they would be in real life. 201 00:08:36,125 --> 00:08:37,225 You often see this done. 202 00:08:37,625 --> 00:08:38,725 I Believe In The Last of Us. 203 00:08:38,725 --> 00:08:43,025 It is often done also or in charted, those kind of games where they 204 00:08:43,025 --> 00:08:47,025 make them a little bit bigger, then they would be alive but in turn 205 00:08:47,025 --> 00:08:51,925 they do look a little bit nicer and also just in general they fit a 206 00:08:51,925 --> 00:08:54,725 little bit better and there are more optimized so I'm going to go for 207 00:08:54,725 --> 00:08:56,825 round 0.45 over here. 208 00:08:57,425 --> 00:09:00,225 Now, what you're going to do is you are basically going to go ahead. 209 00:09:00,325 --> 00:09:03,625 And first of all, work on the actual Direction. 210 00:09:03,825 --> 00:09:06,025 Because right now they are a little bit all over the place. 211 00:09:06,625 --> 00:09:11,625 So if we go ahead and go into our skin over here, so that is all fine. 212 00:09:12,325 --> 00:09:13,425 Overhead down here. 213 00:09:13,425 --> 00:09:15,725 We have our folding curl and twist. 214 00:09:15,725 --> 00:09:18,225 This one really comes into play with just leaves. 215 00:09:18,525 --> 00:09:21,025 The folding will basically, give us a little bit of a fault, which is 216 00:09:21,025 --> 00:09:25,325 nice, because if we look over here, you can see that, there's like, 217 00:09:25,325 --> 00:09:28,825 always a little bit of a fold going on on our IV. 218 00:09:28,825 --> 00:09:30,125 And I think it isn't like 219 00:09:30,325 --> 00:09:33,025 A see almost every single Ivy has this kind of folding. 220 00:09:33,425 --> 00:09:37,725 So we want to set our fault into the plus over here, which should give 221 00:09:37,725 --> 00:09:38,825 us on most of them. 222 00:09:38,925 --> 00:09:41,025 You see like a nice little fold like that. 223 00:09:41,825 --> 00:09:45,725 The curling will basically give you like a little bit of like rotation 224 00:09:45,725 --> 00:09:46,125 almost. 225 00:09:46,125 --> 00:09:49,625 So that's pretty good to maybe set into the - a little bit and then 226 00:09:49,625 --> 00:09:53,225 the twisting you get also give it like a little bit of just a random 227 00:09:53,225 --> 00:09:56,525 twisting over here just to add a little bit more variation. 228 00:09:57,325 --> 00:10:01,325 Now, we have our vertex and our vertex is basically, like some random 229 00:10:01,725 --> 00:10:02,325 noise. 230 00:10:02,325 --> 00:10:04,725 I would call it over here. 231 00:10:04,725 --> 00:10:08,125 So it's similar to like the noise, but it doesn't often work very 232 00:10:08,125 --> 00:10:08,325 well. 233 00:10:08,325 --> 00:10:12,525 Unless you have, like, very large amount of geometry. 234 00:10:13,225 --> 00:10:14,525 So that's all looking good. 235 00:10:14,525 --> 00:10:17,425 So, we got that one orientation over here. 236 00:10:17,725 --> 00:10:20,925 So, in our orientation, we have the aligned so that one allows us to 237 00:10:20,925 --> 00:10:24,925 often are very like, push it down a little bit and the fold, I don't 238 00:10:24,925 --> 00:10:25,225 care. 239 00:10:25,225 --> 00:10:26,425 But the facing 240 00:10:27,325 --> 00:10:31,925 I do care about she intermediate you can also play around. 241 00:10:31,925 --> 00:10:35,525 You like your different settings over here and it just takes a second 242 00:10:35,525 --> 00:10:37,525 to find exactly the setting that you want. 243 00:10:38,425 --> 00:10:41,725 So let's do a global over here like that. 244 00:10:43,625 --> 00:10:45,725 And now what I'm going to do is over here. 245 00:10:45,725 --> 00:10:47,825 You also have your up, right? 246 00:10:47,825 --> 00:10:49,825 And out rotation or as you can see. 247 00:10:50,125 --> 00:10:52,325 So that basically allows us to watch can push them down. 248 00:10:52,625 --> 00:10:55,425 But I think what I'm going to do is I'm going to try and use a force 249 00:10:55,425 --> 00:10:56,725 in this case and 250 00:10:56,825 --> 00:10:58,125 We actually have a direction over here. 251 00:10:58,125 --> 00:11:01,025 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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