All language subtitles for 06-Setting up our folage materials and test scene

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These are the user uploaded subtitles that are being translated: 1 00:00:00,325 --> 00:00:00,725 Okay. 2 00:00:00,725 --> 00:00:04,025 So what we will be doing in this chapter is we will go ahead and 3 00:00:04,025 --> 00:00:07,625 create a smaller seen that we can use to just quickly preview our 4 00:00:07,625 --> 00:00:10,525 foliage and then import our textures and set up our materials. 5 00:00:11,025 --> 00:00:13,925 So I'm just going to go ahead and I'm going to go file and just do 6 00:00:13,925 --> 00:00:18,725 like in but a new level over here and I'm gonna go polevich like a 7 00:00:18,725 --> 00:00:19,125 simple. 8 00:00:19,125 --> 00:00:19,725 Default level. 9 00:00:19,725 --> 00:00:20,625 That should be fine. 10 00:00:21,125 --> 00:00:21,825 Here we go. 11 00:00:21,825 --> 00:00:22,325 Okay. 12 00:00:22,425 --> 00:00:23,825 So this is going to be very simple. 13 00:00:24,325 --> 00:00:27,925 First of all, let's go ahead and go to file and just do a quick save, 14 00:00:27,925 --> 00:00:29,125 current level s 15 00:00:30,025 --> 00:00:33,025 And let's save it into our editor. 16 00:00:33,025 --> 00:00:33,625 Where are you? 17 00:00:34,225 --> 00:00:34,825 Oh God. 18 00:00:34,825 --> 00:00:35,625 So many photos. 19 00:00:36,625 --> 00:00:38,025 I'm looking for easy. 20 00:00:38,125 --> 00:00:44,825 There we go, easy for each toil saves preview on the score map. 21 00:00:44,825 --> 00:00:45,325 That's this. 22 00:00:45,325 --> 00:00:46,225 What I will call it. 23 00:00:46,725 --> 00:00:47,325 Here we go. 24 00:00:47,525 --> 00:00:48,225 Okay, perfect. 25 00:00:48,225 --> 00:00:50,825 So what I'm going to do is this scene over here. 26 00:00:50,825 --> 00:00:53,825 It is still the old seen from Unreal Engine 4, and I do not like that. 27 00:00:53,825 --> 00:00:58,825 So I'm going to pretty much get rid of my, let's see my 28 00:01:00,525 --> 00:01:01,625 Oh, no, you know what's yeah. 29 00:01:01,625 --> 00:01:02,225 Players start. 30 00:01:02,225 --> 00:01:05,625 I can get rid of I guess I can really use the rest. 31 00:01:05,625 --> 00:01:08,125 I guess I can just reuse whatever we have here. 32 00:01:08,425 --> 00:01:12,425 So let's also get rid of the base Cube over here and I'm going to go 33 00:01:12,425 --> 00:01:18,325 to create shapes, create a brand new Cube now in your location. 34 00:01:18,325 --> 00:01:22,425 If you press the little arrow button over here, it will reset 2000. 35 00:01:23,025 --> 00:01:25,325 And then I'm going to just make it like 0.1. 36 00:01:25,325 --> 00:01:27,625 So I'm going to make it quite thin like this. 37 00:01:28,425 --> 00:01:32,925 And then maybe like 30 by 30 over here that we just have like a simple 38 00:01:32,925 --> 00:01:33,325 plain. 39 00:01:34,025 --> 00:01:34,325 Next. 40 00:01:34,325 --> 00:01:37,425 What I'm going to do is I'm going to go create shapes and create 41 00:01:37,425 --> 00:01:41,025 another Cube over here for this coupon. 42 00:01:41,025 --> 00:01:43,925 Just going to go ahead and I'm going to scale it up and out a little 43 00:01:43,925 --> 00:01:44,325 bit. 44 00:01:46,525 --> 00:01:51,625 Like this and this will be for previewing our actual IV over here. 45 00:01:52,125 --> 00:01:54,725 Now, if we go to our source light, we just want to go ahead and set it 46 00:01:54,725 --> 00:01:57,125 to movable so that it is real-time lighting. 47 00:01:57,625 --> 00:02:00,825 I'm going to go ahead and go into my light color and maybe like, give 48 00:02:00,825 --> 00:02:06,125 it like a little bit of like an orange color like this next, maybe, 49 00:02:06,125 --> 00:02:07,225 rotate it a bit. 50 00:02:09,425 --> 00:02:10,025 Or not. 51 00:02:10,025 --> 00:02:10,625 I don't know. 52 00:02:12,925 --> 00:02:13,825 Let's do something like this. 53 00:02:13,825 --> 00:02:17,725 Let's rotate it a little bit like this over here, Skylight. 54 00:02:17,725 --> 00:02:19,825 You also want to set your Skylight immovable. 55 00:02:20,525 --> 00:02:23,825 You can do a real-time capture, but then it will require a sky 56 00:02:23,825 --> 00:02:24,525 atmosphere. 57 00:02:24,825 --> 00:02:28,625 So I'm going to go ahead and I'm just going to leave it as default 58 00:02:28,625 --> 00:02:29,125 right now. 59 00:02:29,225 --> 00:02:30,925 So that's totally fine to just leave it. 60 00:02:30,925 --> 00:02:33,225 It's just a quick preview, what we're making here. 61 00:02:34,525 --> 00:02:36,025 And I think that's pretty much it. 62 00:02:36,025 --> 00:02:39,025 So we have our reflection capture which is covering the inside Tire 63 00:02:39,025 --> 00:02:39,825 seen over here. 64 00:02:40,225 --> 00:02:43,425 So yeah, this should be enough for us to just quickly preview and we 65 00:02:43,425 --> 00:02:45,825 will just go ahead and like, improve the scene as we go along. 66 00:02:46,525 --> 00:02:50,825 So what we can do is we can go ahead and just import our or Dragon. 67 00:02:50,825 --> 00:02:52,825 Riv generic. 68 00:02:53,325 --> 00:02:55,125 I'm going to rotate it over here. 69 00:02:56,425 --> 00:02:59,725 See this the front, it's still difficult to see, which is the front 70 00:02:59,725 --> 00:03:00,625 and which is the back. 71 00:03:01,325 --> 00:03:02,525 This is the front over here. 72 00:03:03,025 --> 00:03:03,625 There we go. 73 00:03:03,825 --> 00:03:06,025 And so yeah, this one would be like on, like Corners. 74 00:03:06,025 --> 00:03:08,325 So, it would probably be somewhere over here. 75 00:03:08,325 --> 00:03:11,625 If you want, you can turn off snap rotation and like do a little bit 76 00:03:11,625 --> 00:03:13,525 better rotation over here like this. 77 00:03:14,425 --> 00:03:17,925 So, what I'm going to do is I have this, I'm going to go ahead and 78 00:03:17,925 --> 00:03:18,925 click my materials. 79 00:03:19,525 --> 00:03:20,125 Now for this. 80 00:03:20,125 --> 00:03:23,525 I'm going to right click and create a new folder that we will call. 81 00:03:25,025 --> 00:03:30,125 Materials and in here I'm going to make a right click material that I 82 00:03:30,125 --> 00:03:34,525 will call foliage underscore Master like this. 83 00:03:34,925 --> 00:03:39,125 So the foliage Master will basically be covering all of our materials. 84 00:03:39,525 --> 00:03:43,225 Now there will also be one that is just like not a material that is 85 00:03:43,225 --> 00:03:47,425 solid on the scrum master and the solid Master will be for our bar for 86 00:03:47,425 --> 00:03:49,025 our bark in everything. 87 00:03:49,325 --> 00:03:51,825 So let's get started with the foliage Master over here. 88 00:03:52,725 --> 00:03:56,125 Let's click and drag this up here and then we can get started. 89 00:03:56,725 --> 00:03:57,125 Now. 90 00:03:57,125 --> 00:04:00,725 The first thing I want to do is I want to go to my taxes, right? 91 00:04:00,725 --> 00:04:04,825 Click new folder IV, underscore underwater. 92 00:04:04,825 --> 00:04:13,425 Generic IV underscore leaves because we are importing a custom 93 00:04:13,425 --> 00:04:15,225 texture. 94 00:04:15,225 --> 00:04:19,225 So if we go from speedtree, here, we are going to import this custom 95 00:04:19,225 --> 00:04:19,525 texture. 96 00:04:19,725 --> 00:04:22,625 I don't need subsurface o:. 97 00:04:22,825 --> 00:04:24,625 Almost the only one that's just being exported. 98 00:04:24,625 --> 00:04:25,525 But that's fine. 99 00:04:25,825 --> 00:04:27,725 So we can go ahead and we can import this. 100 00:04:28,525 --> 00:04:32,525 And then, we can also go ahead and do IV on the score. 101 00:04:33,625 --> 00:04:35,525 Bark like this. 102 00:04:36,525 --> 00:04:39,925 And then if we just grab these two over here and then the rest we can 103 00:04:39,925 --> 00:04:41,125 do inside of Unreal Engine. 104 00:04:41,725 --> 00:04:45,425 One thing to keep in mind is that we have our no map in opengl. 105 00:04:45,425 --> 00:04:47,725 Remember how he did that in substance designer. 106 00:04:48,125 --> 00:04:52,425 However, Unreal Engine reads as DirectX, so you just want to open it 107 00:04:52,425 --> 00:04:57,525 up and press the flip green Channel and I believe that we do we need 108 00:04:57,525 --> 00:04:58,525 to do the same. 109 00:05:01,025 --> 00:05:03,525 No, we do not need to do the same because these come from Magus 110 00:05:03,525 --> 00:05:03,925 cancer. 111 00:05:03,925 --> 00:05:05,025 These are already coax. 112 00:05:05,725 --> 00:05:06,125 Perfect. 113 00:05:06,125 --> 00:05:06,625 Okay. 114 00:05:07,025 --> 00:05:10,525 I'm going to grab my collar and my, normal of my ivy leaves. 115 00:05:11,025 --> 00:05:14,025 And I'm going to import it in here or just drag it in here. 116 00:05:15,525 --> 00:05:19,025 Now, what we're going to do first go to your foliage master. 117 00:05:20,225 --> 00:05:21,325 Let me just move this over here. 118 00:05:21,825 --> 00:05:26,825 Let's go to our blend mode and we are going to set this translucent 119 00:05:27,425 --> 00:05:32,625 and I'll shading model two-sided foliage and also click on two-sided 120 00:05:32,625 --> 00:05:36,225 over here, which will give us a base color and a opacity. 121 00:05:36,225 --> 00:05:39,925 But we want to have more stuff because we also want to have control 122 00:05:39,925 --> 00:05:45,125 over our normal roughness, and we do have a subsurface cover, the way 123 00:05:45,125 --> 00:05:48,825 that you can do that is by scrolling down, and in your translucency 124 00:05:48,825 --> 00:05:49,825 tab, in the light. 125 00:05:50,025 --> 00:05:55,625 Seeing modes set this to be surface forward shading. 126 00:05:56,025 --> 00:05:56,325 Yes. 127 00:05:56,325 --> 00:05:58,825 That's the one surface forward shading over here. 128 00:05:59,625 --> 00:05:59,825 Now. 129 00:05:59,825 --> 00:06:01,325 There are few things that I want to do. 130 00:06:01,625 --> 00:06:02,825 First of all, I want to, right? 131 00:06:02,825 --> 00:06:03,025 Click. 132 00:06:03,025 --> 00:06:07,025 And I want to add something called a constant tree vector, and what is 133 00:06:07,025 --> 00:06:09,225 it is basically a plain color. 134 00:06:09,725 --> 00:06:12,925 So what I want to do is I want to also art if you right-click a 135 00:06:12,925 --> 00:06:17,725 multiply and I basically want to multiply my base color texture. 136 00:06:18,425 --> 00:06:21,025 And then displaying color if you right click and convert it to a 137 00:06:21,025 --> 00:06:21,525 parameter. 138 00:06:21,525 --> 00:06:23,925 You can call this color overlay. 139 00:06:25,825 --> 00:06:26,725 Make us whites. 140 00:06:28,225 --> 00:06:28,425 Was it? 141 00:06:28,425 --> 00:06:29,825 Ok and apply it here? 142 00:06:29,825 --> 00:06:30,825 So what are we doing? 143 00:06:31,325 --> 00:06:35,425 We are basically multiplying our base color texture with this color. 144 00:06:36,025 --> 00:06:39,925 And because it is a multiplied whenever the color is not white, it 145 00:06:39,925 --> 00:06:40,425 will show up. 146 00:06:40,425 --> 00:06:43,625 So if I make this ahead, my leaves will become a threat. 147 00:06:44,125 --> 00:06:47,125 The reason I converted to parameter is because we are going to create 148 00:06:47,125 --> 00:06:50,125 something called a material instance, which I'm sure many people 149 00:06:50,125 --> 00:06:54,725 really know because I do require a basic understanding of unreal if 150 00:06:54,725 --> 00:06:57,725 you want to follow this tutorial, but basically the material instance 151 00:06:57,725 --> 00:06:57,825 are 152 00:06:58,225 --> 00:07:01,125 Us to change this color inside of the engine. 153 00:07:01,725 --> 00:07:04,425 So we need to do the same over here for our base color right. 154 00:07:04,425 --> 00:07:08,325 Click convert to parameter and just call it base on the scope color. 155 00:07:09,525 --> 00:07:10,525 And a normal, right? 156 00:07:10,525 --> 00:07:14,625 Click convert to parameter, normal underscore map. 157 00:07:14,925 --> 00:07:15,525 Like that. 158 00:07:16,525 --> 00:07:17,425 Next what we want to do is. 159 00:07:17,425 --> 00:07:20,325 So we have a color overlay so we can simply plug this into a base 160 00:07:20,325 --> 00:07:22,325 color over here. 161 00:07:22,325 --> 00:07:25,025 Alpha x c contains our mask. 162 00:07:25,025 --> 00:07:28,925 So we want to plug this one in to our opacity, over here, and then are 163 00:07:28,925 --> 00:07:29,625 normal. 164 00:07:29,625 --> 00:07:31,925 We can just simply plug this into our normal. 165 00:07:32,425 --> 00:07:36,825 But if you want, what you can do is you can hold s and click once and 166 00:07:36,825 --> 00:07:39,125 that will create the scalar parameter and call it. 167 00:07:39,325 --> 00:07:43,625 Normal on the score strength, or you can right click and type in 168 00:07:43,625 --> 00:07:48,425 scalar parameter like that and set the normal strength. 169 00:07:48,425 --> 00:07:49,325 Yes, 20. 170 00:07:49,625 --> 00:07:54,125 And if you then add a note that Scott, a flattened normal like this. 171 00:07:54,525 --> 00:07:58,225 The cool thing is that you can plug in your normal and your normal 172 00:07:58,225 --> 00:07:59,025 strength over here. 173 00:07:59,025 --> 00:08:02,825 And I believe, actually, I need to go from minus 1 for our base normal 174 00:08:02,825 --> 00:08:03,325 strength. 175 00:08:04,025 --> 00:08:07,025 And then, if you plug this into your normal over here, what will 176 00:08:07,025 --> 00:08:09,125 happen is, it allows us to control these? 177 00:08:09,225 --> 00:08:10,225 Strength of a normal. 178 00:08:10,825 --> 00:08:11,025 Now. 179 00:08:11,025 --> 00:08:12,925 I just realized something is going wrong. 180 00:08:13,225 --> 00:08:18,725 And this is a bug that happens with Speed 3 that I believe, there is 181 00:08:18,725 --> 00:08:21,225 no way to solve it inside a Speed 3. 182 00:08:21,625 --> 00:08:23,725 Because even if we try to export our material, 183 00:08:25,725 --> 00:08:26,125 Yeah. 184 00:08:26,125 --> 00:08:28,225 Yeah, I we can Twilight. 185 00:08:28,225 --> 00:08:30,425 Let's say the exporter game. 186 00:08:31,425 --> 00:08:32,025 Ivy. 187 00:08:34,225 --> 00:08:38,725 Now see here, so I do not think that there is an actual fix for this. 188 00:08:38,925 --> 00:08:39,525 Basically. 189 00:08:39,525 --> 00:08:43,425 What is happening is if we open up Photoshop, which I still have open 190 00:08:44,225 --> 00:08:44,825 perfect. 191 00:08:44,925 --> 00:08:46,725 Oh, only it's on my wang screen. 192 00:08:47,325 --> 00:08:49,225 Oh God, come on. 193 00:08:49,625 --> 00:08:51,525 Just let me go. 194 00:08:51,725 --> 00:08:52,225 Thank you. 195 00:08:52,425 --> 00:08:57,425 Okay, so if I open up over here, my leaves and go to my offer. 196 00:08:57,825 --> 00:09:00,225 This is the problem for some reason. 197 00:09:00,525 --> 00:09:03,725 Speedtree always decides to make the authors like specter. 198 00:09:03,925 --> 00:09:07,125 Like in terms of specs over here, which is not what I want. 199 00:09:07,425 --> 00:09:08,925 Super easy fix simply. 200 00:09:08,925 --> 00:09:14,425 Go to image, adjustments, and levels as simply push your white slider 201 00:09:14,925 --> 00:09:18,925 beyond the little curve that we have over here. 202 00:09:19,125 --> 00:09:22,525 So then you are it so that you can be rest assured, that this is white 203 00:09:22,725 --> 00:09:24,525 and then just press Ctrl s to save it. 204 00:09:25,525 --> 00:09:28,725 At which point if you go into in real here, we can right-click edges 205 00:09:28,725 --> 00:09:33,025 to re-import our color or base color C and that fixes that. 206 00:09:33,925 --> 00:09:34,225 Okay. 207 00:09:34,225 --> 00:09:35,925 So we got that stuff, done. 208 00:09:36,225 --> 00:09:39,925 Another one that I want to do is I want to add my subsurface color and 209 00:09:39,925 --> 00:09:44,425 the way that we do that is we are take on stand tree, Vector right, 210 00:09:44,425 --> 00:09:46,325 click convert to parameter and call this. 211 00:09:47,925 --> 00:09:53,725 Sup on the school color and make it like a light yellowish color. 212 00:09:53,825 --> 00:09:55,725 I would say a light. 213 00:09:55,725 --> 00:09:58,825 Yeah, lights yellow, greenish color, something like this as like a 214 00:09:58,825 --> 00:09:59,325 base. 215 00:10:01,125 --> 00:10:03,425 And then, what you want to do is you want to multiply this. 216 00:10:04,725 --> 00:10:06,425 Using a scalar parameter. 217 00:10:06,425 --> 00:10:06,925 So s. 218 00:10:06,925 --> 00:10:08,725 Click and this will be 219 00:10:10,325 --> 00:10:14,525 Sup surface on a score strength. 220 00:10:15,725 --> 00:10:17,025 And we want to set this to 1. 221 00:10:18,725 --> 00:10:22,825 Like this and simply plug this into our subsurface color over here, 222 00:10:22,925 --> 00:10:26,125 which will basically allow us to control both the color and the 223 00:10:26,125 --> 00:10:27,525 strength of our subsurface. 224 00:10:28,425 --> 00:10:29,225 That's pretty much it. 225 00:10:29,225 --> 00:10:37,025 What we need for now, or wait, maybe like a maybe like a scalar 226 00:10:37,025 --> 00:10:43,025 parameter so s click for now, that's will call craftiness and let's 227 00:10:43,025 --> 00:10:47,125 set this to zero point, seven by default, which basically one means 228 00:10:47,125 --> 00:10:47,425 that it 229 00:10:47,525 --> 00:10:48,925 It is looking very dull. 230 00:10:48,925 --> 00:10:50,825 Zero means that it looks very shiny. 231 00:10:50,825 --> 00:10:54,425 So I'm gonna go like a little bit in between that plug this into your 232 00:10:54,425 --> 00:10:57,825 half - just to give us a little bit of control over that and how we 233 00:10:57,825 --> 00:11:00,425 can save our scene, we get actually check this out. 234 00:11:00,625 --> 00:11:03,825 So let's go in here into materials. 235 00:11:04,425 --> 00:11:07,425 We have a foliage master and just right click and create a material 236 00:11:07,425 --> 00:11:13,625 instance and call it ivy on the score generic underscore 0 1 and this. 237 00:11:13,625 --> 00:11:16,025 Basically, what I was talking about, if I open it up, you can see 238 00:11:16,025 --> 00:11:16,125 that. 239 00:11:16,125 --> 00:11:17,425 Now, all those settings that we 240 00:11:17,525 --> 00:11:18,825 Turned into a parameter. 241 00:11:19,425 --> 00:11:23,625 We now have control over those so we can now go ahead and go into Ivy. 242 00:11:24,025 --> 00:11:26,925 If I just press the little search button to find it. 243 00:11:27,825 --> 00:11:30,725 I can then go back into my videos and click on my IV. 244 00:11:30,725 --> 00:11:35,425 Generic and simply add it using this arrow button in here. 245 00:11:35,825 --> 00:11:37,725 And now we should have a two-sided. 246 00:11:38,725 --> 00:11:39,825 Generic IV. 247 00:11:41,025 --> 00:11:45,525 I think I should have gone for must instead of translucent then die. 248 00:11:46,225 --> 00:11:47,025 Yeah I should have gone for 249 00:11:47,425 --> 00:11:52,125 Just so let's go ahead and go in here and let's go from translucent to 250 00:11:52,125 --> 00:11:53,725 masked over here. 251 00:11:55,525 --> 00:11:59,325 And then all we need to do is just plug your offer into your opacity 252 00:11:59,325 --> 00:12:00,125 mask. 253 00:12:01,725 --> 00:12:02,025 There we go. 254 00:12:02,025 --> 00:12:03,625 That should give us a better result. 255 00:12:08,125 --> 00:12:09,425 Mmm, still. 256 00:12:09,725 --> 00:12:10,825 I feel like I'm losing. 257 00:12:10,825 --> 00:12:13,425 I'm missing a lot of leaves. 258 00:12:14,625 --> 00:12:16,325 Obviously, just me, let's have a look. 259 00:12:17,425 --> 00:12:21,225 Yeah, I'm definitely missing like a lot of leaves over here. 260 00:12:22,825 --> 00:12:25,725 Interesting, because I don't seem to be missing them here. 261 00:12:25,725 --> 00:12:26,325 So, 262 00:12:27,625 --> 00:12:29,025 I'm quite curious. 263 00:12:30,225 --> 00:12:31,325 Because they should be decided. 264 00:12:31,325 --> 00:12:33,625 So I'm just trying to kind of like, have a look around. 265 00:12:33,625 --> 00:12:40,425 Make sure if I'm missing some, I can also go ahead and I can not in 266 00:12:40,425 --> 00:12:42,625 here, but I can like double check in here. 267 00:12:43,225 --> 00:12:49,625 So if we go to lids and show wireframe here, look at that. 268 00:12:49,625 --> 00:12:52,825 See so you can see that it is missing a lot of stuff. 269 00:12:53,025 --> 00:12:58,025 Now, most likely because I do like to always keep in our debugging to 270 00:12:58,025 --> 00:12:59,125 see what is going wrong. 271 00:13:00,125 --> 00:13:02,925 The first thought that I have is that if I would, for example, art 272 00:13:02,925 --> 00:13:07,325 like a plane bark material, if it comes back, I know that. 273 00:13:08,725 --> 00:13:09,925 It is the amount here. 274 00:13:09,925 --> 00:13:14,125 If I just quickly, click on my plane back material and just quickly in 275 00:13:14,125 --> 00:13:16,125 the material just set it to two-sided. 276 00:13:16,125 --> 00:13:19,125 I just need to do this because I also cannot see what I'm doing. 277 00:13:19,725 --> 00:13:20,825 So two-sided. 278 00:13:21,525 --> 00:13:22,325 Yes, C. 279 00:13:22,625 --> 00:13:23,525 So here you can see that. 280 00:13:23,525 --> 00:13:26,425 Everything is working toward defined even as like some a 0 in here, 281 00:13:27,125 --> 00:13:31,125 which means that most likely something is going wrong in our UVs. 282 00:13:32,025 --> 00:13:36,525 In our lives and you can check your Visa sexy over here. 283 00:13:36,525 --> 00:13:38,825 You can set this to 0 and here you can see. 284 00:13:38,825 --> 00:13:39,925 So, these are UV. 285 00:13:39,925 --> 00:13:44,325 So here it looks like that they are flipped, see? 286 00:13:46,025 --> 00:13:50,025 It looks like that somehow they manage to be flipped around in here. 287 00:13:51,225 --> 00:13:56,625 Which is quite interesting, so could it be that maybe those settings 288 00:13:56,625 --> 00:13:57,225 that I did? 289 00:13:57,225 --> 00:14:02,525 So if I go to export to game over here, I set the setting over here. 290 00:14:02,525 --> 00:14:06,725 I turned I turned this off because I thought it was it was for our 291 00:14:06,725 --> 00:14:10,225 geometry, but it might actually be for our UV. 292 00:14:10,225 --> 00:14:13,925 So let's go ahead and just re-export this just to double-check. 293 00:14:15,525 --> 00:14:19,125 And let's see if that fixes anything. 294 00:14:19,125 --> 00:14:23,625 So if we go in here, so if I go in my UV editor and open this up, yes, 295 00:14:23,625 --> 00:14:24,725 that is definitely one. 296 00:14:26,525 --> 00:14:31,125 And now I did export this, but it looks like that it still does not 297 00:14:31,125 --> 00:14:31,525 import it. 298 00:14:31,525 --> 00:14:35,425 So, let me just quickly file and do a quick import. 299 00:14:36,725 --> 00:14:39,125 And importantly, import over here are IV. 300 00:14:39,125 --> 00:14:39,825 Generic 301 00:14:41,625 --> 00:14:43,025 That is curious. 302 00:14:44,025 --> 00:14:45,025 That is interesting. 303 00:14:45,225 --> 00:14:46,625 I'm going to in do this. 304 00:14:47,025 --> 00:14:48,525 Oh God, I got to know. 305 00:14:48,525 --> 00:14:53,025 So I'm just going to reopen my scene so that I do not extend loose. 306 00:14:53,425 --> 00:14:53,625 What? 307 00:14:53,625 --> 00:14:55,925 I just accidentally deleted over here. 308 00:14:56,225 --> 00:15:00,725 So, if this is not working, what we can do is, we are able to add a 309 00:15:00,725 --> 00:15:05,425 texture to this now, and then flip this around to do this. 310 00:15:05,425 --> 00:15:09,825 I would probably need to go ahead and I would need to go to face and 311 00:15:09,825 --> 00:15:10,725 if I just 312 00:15:11,225 --> 00:15:12,925 the Wasatch control-click 313 00:15:14,225 --> 00:15:18,825 because I want to select and I forgot how to actually do this. 314 00:15:20,125 --> 00:15:23,625 I want to go ahead and I want to select by material. 315 00:15:23,925 --> 00:15:26,725 So you want to go ahead and convert selection. 316 00:15:28,725 --> 00:15:32,225 Let me just quickly check because I have not used this feature. 317 00:15:32,225 --> 00:15:32,825 Has so long. 318 00:15:32,825 --> 00:15:33,825 I completely forgot. 319 00:15:35,425 --> 00:15:37,125 Actually, I found an easier way to do this. 320 00:15:37,525 --> 00:15:41,125 If we simply select all of this and then hold control these select. 321 00:15:41,825 --> 00:15:44,425 So I hold shift. 322 00:15:46,425 --> 00:15:47,425 Control shift. 323 00:15:47,625 --> 00:15:48,125 Come on. 324 00:15:48,225 --> 00:15:49,925 Just let me shift. 325 00:15:50,225 --> 00:15:50,725 There we go. 326 00:15:50,925 --> 00:15:54,925 Okay, so it didn't allow me to do it to select these pieces. 327 00:15:55,325 --> 00:15:57,625 So we need to be 328 00:15:59,425 --> 00:16:00,525 flipping it. 329 00:16:01,825 --> 00:16:03,625 First vertically. 330 00:16:05,625 --> 00:16:08,025 Yes, so it needs to be flipped vertically. 331 00:16:08,325 --> 00:16:12,625 So if we go ahead, and if we go over here, let's see. 332 00:16:12,625 --> 00:16:15,125 Flipping flipping so similar twice. 333 00:16:15,125 --> 00:16:15,725 No. 334 00:16:17,325 --> 00:16:19,525 Flip on the V axis. 335 00:16:20,825 --> 00:16:21,425 Is that it? 336 00:16:22,025 --> 00:16:25,325 Yes, that looks now, correct. 337 00:16:25,825 --> 00:16:27,425 So let's try that out. 338 00:16:27,425 --> 00:16:31,725 So we are flipping it on the V axis over here, and I've never accept 339 00:16:31,725 --> 00:16:32,125 this poem. 340 00:16:32,125 --> 00:16:33,225 So that's quite curious. 341 00:16:33,525 --> 00:16:34,925 But then again, I've never actually. 342 00:16:35,525 --> 00:16:40,325 This is the first time you're working in speed 39 for me. 343 00:16:40,725 --> 00:16:44,325 So and I'm right away, just making like quite complicated. 344 00:16:44,525 --> 00:16:47,725 Well, not complicated stuff, but still quite intense stuff. 345 00:16:47,725 --> 00:16:49,725 So maybe that is like the problem. 346 00:16:49,925 --> 00:16:50,525 So now we can go. 347 00:16:50,625 --> 00:16:53,225 And even if we just re-import this, there we go. 348 00:16:53,225 --> 00:16:53,625 See. 349 00:16:53,825 --> 00:16:57,825 So it is now flipped around and now if I just go ahead and just turn 350 00:16:57,825 --> 00:17:06,525 off my a-v, grab my IV genetic and hopefully if I apply it, there we 351 00:17:06,525 --> 00:17:06,725 go. 352 00:17:06,725 --> 00:17:08,425 That is looking a lot more logical. 353 00:17:08,425 --> 00:17:09,525 So that save our scene. 354 00:17:11,425 --> 00:17:14,225 Yeah, that is looking more logical at definitely. 355 00:17:14,425 --> 00:17:16,025 So now I just need to check. 356 00:17:16,025 --> 00:17:17,425 So this is the front. 357 00:17:17,425 --> 00:17:18,325 Okay, that's fine. 358 00:17:18,625 --> 00:17:24,125 So you would kind like places next to the plants or whatever over 359 00:17:24,125 --> 00:17:24,525 here. 360 00:17:24,925 --> 00:17:27,025 And now there's a few things that we do want to balance out. 361 00:17:27,025 --> 00:17:30,825 So if we just double click on our material, so yes, we do have this a 362 00:17:30,825 --> 00:17:33,325 0 that is going on inside of here. 363 00:17:33,825 --> 00:17:36,625 This is something that I tend to fix with lighting, it is 364 00:17:38,525 --> 00:17:39,725 All settings in here. 365 00:17:39,725 --> 00:17:41,425 But this is an Unreal Engine five things. 366 00:17:41,425 --> 00:17:46,725 So right now, because of this, using these key, the farm not far, 367 00:17:46,725 --> 00:17:47,425 distant chatter. 368 00:17:48,425 --> 00:17:50,525 Oh God, what is this called? 369 00:17:51,125 --> 00:17:53,625 So I have a brain freeze distant Fields ambient. 370 00:17:53,625 --> 00:17:54,225 Occlusion. 371 00:17:54,825 --> 00:17:58,225 It is trying to applied it in here because we have a two-sided now, 372 00:17:58,225 --> 00:18:02,525 there should be ways that you can reduce the effect in here inside. 373 00:18:02,525 --> 00:18:06,725 Maybe like your lighting over y, distant Fields, self shadowing. 374 00:18:07,725 --> 00:18:11,125 Or maybe not maybe that is not possible. 375 00:18:11,325 --> 00:18:15,425 But anyway, I tend to fix this using here, C. 376 00:18:15,925 --> 00:18:17,525 So affect distance field, Shadows. 377 00:18:19,025 --> 00:18:23,825 But I didn't affect this using a balance of a subsurface color along 378 00:18:23,825 --> 00:18:27,725 with are just like General lighting inside of a scene. 379 00:18:28,425 --> 00:18:30,025 So, we have this over here. 380 00:18:30,025 --> 00:18:34,025 I want to go ahead and just quickly check if I set it to know. 381 00:18:34,025 --> 00:18:36,425 Okay, so I want to go with the normal of minus 1. 382 00:18:36,825 --> 00:18:39,525 I'm just making sure my normal is in the correct direction. 383 00:18:39,625 --> 00:18:41,325 Yes, roughness. 384 00:18:41,325 --> 00:18:42,825 I want to go 0.9. 385 00:18:46,425 --> 00:18:47,925 Is there a half inch being flipped? 386 00:18:48,725 --> 00:18:50,325 No, nothing is not being flipped. 387 00:18:51,225 --> 00:18:52,425 I don't think. 388 00:18:52,425 --> 00:18:54,125 Yeah, the colors I don't really like the colors. 389 00:18:54,125 --> 00:18:55,725 Let's do a half minus zero point. 390 00:18:56,825 --> 00:18:57,625 Let's do c. 391 00:18:57,625 --> 00:18:57,825 Okay. 392 00:18:57,825 --> 00:19:04,125 Let's do see how point eight or subsurface colorful set is the to 10. 393 00:19:05,125 --> 00:19:07,525 Okay, so that one is way too strong. 394 00:19:07,525 --> 00:19:09,025 So that's 20 point. 395 00:19:10,125 --> 00:19:12,325 One, this will look very better in our scene. 396 00:19:12,325 --> 00:19:15,325 I will do like a little bit of balancing out later on. 397 00:19:15,325 --> 00:19:18,525 I'm going to make my subsurface called a little bit more orange over 398 00:19:18,525 --> 00:19:21,825 here, and I'm going to make my color overlay, maybe like a little bit 399 00:19:21,825 --> 00:19:26,325 darker and maybe go a little bit towards the green values. 400 00:19:29,625 --> 00:19:32,825 But this is all bouncing out that we would need to probably do 401 00:19:32,825 --> 00:19:34,525 properly in our scene. 402 00:19:34,725 --> 00:19:39,025 So, if we have this, let's set up my half and sexy 20.6 over here for 403 00:19:39,025 --> 00:19:39,425 now. 404 00:19:40,525 --> 00:19:43,625 And then I can see that I have this classic Buck where you can no 405 00:19:43,625 --> 00:19:44,625 longer move. 406 00:19:44,825 --> 00:19:45,825 So it's setting. 407 00:19:47,525 --> 00:19:48,525 inside of 408 00:19:49,825 --> 00:19:52,125 Unreal, which allows you for some reason. 409 00:19:52,525 --> 00:19:57,025 Basically, it's it's Blocks Your movement and you kind of need to 410 00:19:57,025 --> 00:20:00,125 switch back and forth between a software, a different software in 411 00:20:00,125 --> 00:20:00,925 order to get it. 412 00:20:01,325 --> 00:20:03,225 But okay, so this one is working. 413 00:20:04,025 --> 00:20:04,525 Okay. 414 00:20:04,525 --> 00:20:07,725 For now, we still need to have a, we still need to do a lot of stuff. 415 00:20:07,925 --> 00:20:10,725 But at least what I want to do now is I want to go ahead and work on 416 00:20:10,725 --> 00:20:13,425 my solid Master which going to be super easy. 417 00:20:13,425 --> 00:20:16,325 It's literally just ask going into the IV bark. 418 00:20:17,125 --> 00:20:19,325 Selecting these two pieces throwing them in the air. 419 00:20:21,525 --> 00:20:22,325 Beige color. 420 00:20:23,925 --> 00:20:24,625 Puffiness. 421 00:20:25,425 --> 00:20:30,625 Let's go ahead and let's go to your foliage master and just quickly 422 00:20:30,625 --> 00:20:34,525 copy over these three notes over here. 423 00:20:37,125 --> 00:20:38,825 Baste them in here. 424 00:20:38,825 --> 00:20:40,125 You can just plug this in here. 425 00:20:40,125 --> 00:20:44,325 So this for a base color, and this one is for our roughness, and this 426 00:20:44,325 --> 00:20:46,025 one actually was supposed to be normal. 427 00:20:46,225 --> 00:20:50,025 Sorry about that and then just right-click and convert to parameter 428 00:20:50,025 --> 00:20:51,825 this base color. 429 00:20:53,025 --> 00:20:54,525 Do the same with your normal, right? 430 00:20:54,525 --> 00:20:55,225 Click on vertebra? 431 00:20:55,225 --> 00:20:59,325 Amateur, normal map, just like that. 432 00:20:59,425 --> 00:21:04,125 So super simple for now all we needs we are we will be improving this 433 00:21:04,225 --> 00:21:06,525 as we go along and simply right? 434 00:21:06,525 --> 00:21:11,425 Click create some gel inserts and just call this IV underscore Bach 435 00:21:11,425 --> 00:21:15,125 because we will be creating like more different types of foliage 436 00:21:15,125 --> 00:21:16,125 materials with this. 437 00:21:16,525 --> 00:21:19,625 So, we have Ivy bark and now if we go in here, just apply it. 438 00:21:22,125 --> 00:21:26,225 In your solid mile, so just make sure that you turn on two-sided and 439 00:21:26,225 --> 00:21:26,925 press save. 440 00:21:28,625 --> 00:21:32,025 Give that a second and then it should give us a pretty good. 441 00:21:33,325 --> 00:21:34,925 Effect, but we'll see. 442 00:21:36,125 --> 00:21:38,325 Saving takes surprisingly long. 443 00:21:38,425 --> 00:21:39,025 There we go. 444 00:21:39,925 --> 00:21:40,625 Okay, cool. 445 00:21:40,825 --> 00:21:44,325 So here we go, here we can see our foliage over here. 446 00:21:45,025 --> 00:21:46,425 If you feel like it is too dark. 447 00:21:46,425 --> 00:21:51,125 You can always go into your IV bark over here on this color and set 448 00:21:51,125 --> 00:21:55,425 this brightness to like 1.5, for example, or maybe even two to like 449 00:21:55,425 --> 00:21:59,225 make it a little bit brighter and then if you want to balance it out a 450 00:21:59,225 --> 00:22:02,125 little bit, you can then go into your IV bark material. 451 00:22:03,125 --> 00:22:06,025 Which I will do work down here. 452 00:22:07,025 --> 00:22:10,525 And then if you click on Your Collar, you can then just like mess 453 00:22:10,525 --> 00:22:12,925 around with the color to give you a little bit more control. 454 00:22:14,325 --> 00:22:16,225 But anyway, so that is looking pretty decent. 455 00:22:16,225 --> 00:22:19,125 So, having this also from a distance. 456 00:22:19,125 --> 00:22:21,125 Yeah, I think the bark is not a gene. 457 00:22:21,125 --> 00:22:22,025 That's looking good. 458 00:22:22,125 --> 00:22:26,125 It looks very much like it is, just the simple geometry, even though 459 00:22:26,125 --> 00:22:30,625 it is not, so that is looking pretty decent as like a begin. 460 00:22:31,425 --> 00:22:35,825 If you go want to go ahead and just like preview this quickly, we can 461 00:22:35,825 --> 00:22:39,025 always go into our and that's the last thing about doing this chapter. 462 00:22:40,325 --> 00:22:43,325 We can always go into our terminal. 463 00:22:44,525 --> 00:22:49,025 Korea collapsed tunnel saves this one, is the one I need to believe 464 00:22:49,025 --> 00:22:53,825 that we go and if we don't go ahead and for example here, so this will 465 00:22:53,825 --> 00:22:54,625 be like generic. 466 00:22:54,625 --> 00:22:56,125 So let's say that we have the over here. 467 00:22:56,725 --> 00:22:57,825 I can go assets. 468 00:22:58,525 --> 00:23:01,825 I can drag it in here and then I can also meet li like test out some 469 00:23:01,825 --> 00:23:02,325 stuff. 470 00:23:02,925 --> 00:23:03,625 One thing I want to do. 471 00:23:03,625 --> 00:23:06,925 It is foliage in this specific scene is I want to turn off. 472 00:23:06,925 --> 00:23:11,725 If you go down here in your settings. 473 00:23:11,725 --> 00:23:13,525 You want to go down to 474 00:23:16,025 --> 00:23:21,225 Handling and then turn off receives decals because I have like a bunch 475 00:23:21,225 --> 00:23:24,225 of details in here and I don't want to actually have those on. 476 00:23:24,625 --> 00:23:26,525 So having that done, you can now see that? 477 00:23:26,525 --> 00:23:30,225 I could like place my foliage in here, I can scale up and down. 478 00:23:30,225 --> 00:23:33,025 However, I want and I'm from a distance. 479 00:23:33,425 --> 00:23:35,025 It does look a bit like foliage. 480 00:23:35,225 --> 00:23:35,725 Now. 481 00:23:36,425 --> 00:23:38,925 I definitely need to go out and I'll need to like do some more 482 00:23:38,925 --> 00:23:39,425 bouncing. 483 00:23:39,425 --> 00:23:41,625 So I'm going to like Place one over here. 484 00:23:42,425 --> 00:23:43,225 One over here. 485 00:23:44,425 --> 00:23:47,525 And what I want to do is basically in our next chapter is we are just 486 00:23:47,525 --> 00:23:50,225 going to nicely balanced this stuff out. 487 00:23:50,525 --> 00:23:56,225 So if you go ahead and click now, so it's because of my go twice. 488 00:23:56,725 --> 00:24:01,125 If you go ahead and click on this box over here, you can rotate based 489 00:24:01,125 --> 00:24:02,425 upon your object Direction. 490 00:24:03,525 --> 00:24:06,425 Don't do too much, because, of course, to look strange, if you're all, 491 00:24:06,425 --> 00:24:08,625 if you want, I ivy plant is rotate like that. 492 00:24:09,225 --> 00:24:12,925 But what I want to do is I want to go ahead and 493 00:24:14,825 --> 00:24:18,225 If you go to like a distance, I want to basically make this look good 494 00:24:18,225 --> 00:24:20,225 because right now it is looking quite awful. 495 00:24:20,425 --> 00:24:21,625 So that's what we will be doing. 496 00:24:21,625 --> 00:24:24,725 In our next chapter is we will go ahead and we will balance this out 497 00:24:24,725 --> 00:24:26,925 specifically like our office and everything. 498 00:24:26,925 --> 00:24:28,925 We just need to like play, how to things. 499 00:24:29,525 --> 00:24:31,125 So yeah, let's go ahead and continue with that.38313

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