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Okay.
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So what we will be doing in this chapter is we will go ahead and
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create a smaller seen that we can use to just quickly preview our
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foliage and then import our textures and set up our materials.
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So I'm just going to go ahead and I'm going to go file and just do
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like in but a new level over here and I'm gonna go polevich like a
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simple.
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Default level.
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That should be fine.
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Here we go.
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Okay.
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So this is going to be very simple.
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First of all, let's go ahead and go to file and just do a quick save,
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current level s
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And let's save it into our editor.
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Where are you?
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Oh God.
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So many photos.
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I'm looking for easy.
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There we go, easy for each toil saves preview on the score map.
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That's this.
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What I will call it.
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Here we go.
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Okay, perfect.
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So what I'm going to do is this scene over here.
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It is still the old seen from Unreal Engine 4, and I do not like that.
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So I'm going to pretty much get rid of my, let's see my
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Oh, no, you know what's yeah.
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Players start.
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I can get rid of I guess I can really use the rest.
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I guess I can just reuse whatever we have here.
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So let's also get rid of the base Cube over here and I'm going to go
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to create shapes, create a brand new Cube now in your location.
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If you press the little arrow button over here, it will reset 2000.
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And then I'm going to just make it like 0.1.
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So I'm going to make it quite thin like this.
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And then maybe like 30 by 30 over here that we just have like a simple
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plain.
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Next.
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What I'm going to do is I'm going to go create shapes and create
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another Cube over here for this coupon.
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Just going to go ahead and I'm going to scale it up and out a little
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bit.
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Like this and this will be for previewing our actual IV over here.
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Now, if we go to our source light, we just want to go ahead and set it
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to movable so that it is real-time lighting.
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I'm going to go ahead and go into my light color and maybe like, give
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it like a little bit of like an orange color like this next, maybe,
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rotate it a bit.
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Or not.
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I don't know.
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Let's do something like this.
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Let's rotate it a little bit like this over here, Skylight.
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You also want to set your Skylight immovable.
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You can do a real-time capture, but then it will require a sky
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atmosphere.
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So I'm going to go ahead and I'm just going to leave it as default
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right now.
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So that's totally fine to just leave it.
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It's just a quick preview, what we're making here.
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And I think that's pretty much it.
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So we have our reflection capture which is covering the inside Tire
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seen over here.
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So yeah, this should be enough for us to just quickly preview and we
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will just go ahead and like, improve the scene as we go along.
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So what we can do is we can go ahead and just import our or Dragon.
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Riv generic.
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I'm going to rotate it over here.
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See this the front, it's still difficult to see, which is the front
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and which is the back.
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This is the front over here.
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There we go.
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And so yeah, this one would be like on, like Corners.
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So, it would probably be somewhere over here.
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If you want, you can turn off snap rotation and like do a little bit
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better rotation over here like this.
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So, what I'm going to do is I have this, I'm going to go ahead and
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click my materials.
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Now for this.
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I'm going to right click and create a new folder that we will call.
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Materials and in here I'm going to make a right click material that I
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will call foliage underscore Master like this.
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So the foliage Master will basically be covering all of our materials.
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Now there will also be one that is just like not a material that is
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solid on the scrum master and the solid Master will be for our bar for
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our bark in everything.
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So let's get started with the foliage Master over here.
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Let's click and drag this up here and then we can get started.
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Now.
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The first thing I want to do is I want to go to my taxes, right?
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Click new folder IV, underscore underwater.
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Generic IV underscore leaves because we are importing a custom
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texture.
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So if we go from speedtree, here, we are going to import this custom
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texture.
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I don't need subsurface o:.
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Almost the only one that's just being exported.
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But that's fine.
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So we can go ahead and we can import this.
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And then, we can also go ahead and do IV on the score.
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Bark like this.
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And then if we just grab these two over here and then the rest we can
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do inside of Unreal Engine.
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One thing to keep in mind is that we have our no map in opengl.
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Remember how he did that in substance designer.
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However, Unreal Engine reads as DirectX, so you just want to open it
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up and press the flip green Channel and I believe that we do we need
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to do the same.
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No, we do not need to do the same because these come from Magus
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cancer.
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These are already coax.
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Perfect.
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Okay.
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I'm going to grab my collar and my, normal of my ivy leaves.
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And I'm going to import it in here or just drag it in here.
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Now, what we're going to do first go to your foliage master.
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Let me just move this over here.
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Let's go to our blend mode and we are going to set this translucent
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and I'll shading model two-sided foliage and also click on two-sided
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over here, which will give us a base color and a opacity.
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But we want to have more stuff because we also want to have control
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over our normal roughness, and we do have a subsurface cover, the way
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that you can do that is by scrolling down, and in your translucency
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tab, in the light.
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Seeing modes set this to be surface forward shading.
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Yes.
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That's the one surface forward shading over here.
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Now.
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There are few things that I want to do.
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First of all, I want to, right?
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Click.
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And I want to add something called a constant tree vector, and what is
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it is basically a plain color.
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So what I want to do is I want to also art if you right-click a
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multiply and I basically want to multiply my base color texture.
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And then displaying color if you right click and convert it to a
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parameter.
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You can call this color overlay.
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Make us whites.
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Was it?
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Ok and apply it here?
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So what are we doing?
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We are basically multiplying our base color texture with this color.
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And because it is a multiplied whenever the color is not white, it
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will show up.
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So if I make this ahead, my leaves will become a threat.
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The reason I converted to parameter is because we are going to create
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something called a material instance, which I'm sure many people
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really know because I do require a basic understanding of unreal if
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you want to follow this tutorial, but basically the material instance
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are
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Us to change this color inside of the engine.
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So we need to do the same over here for our base color right.
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Click convert to parameter and just call it base on the scope color.
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And a normal, right?
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Click convert to parameter, normal underscore map.
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Like that.
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Next what we want to do is.
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So we have a color overlay so we can simply plug this into a base
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color over here.
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Alpha x c contains our mask.
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So we want to plug this one in to our opacity, over here, and then are
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normal.
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We can just simply plug this into our normal.
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But if you want, what you can do is you can hold s and click once and
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that will create the scalar parameter and call it.
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Normal on the score strength, or you can right click and type in
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scalar parameter like that and set the normal strength.
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Yes, 20.
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And if you then add a note that Scott, a flattened normal like this.
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The cool thing is that you can plug in your normal and your normal
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strength over here.
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And I believe, actually, I need to go from minus 1 for our base normal
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strength.
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And then, if you plug this into your normal over here, what will
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happen is, it allows us to control these?
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Strength of a normal.
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Now.
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I just realized something is going wrong.
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And this is a bug that happens with Speed 3 that I believe, there is
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no way to solve it inside a Speed 3.
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Because even if we try to export our material,
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Yeah.
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Yeah, I we can Twilight.
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Let's say the exporter game.
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Ivy.
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Now see here, so I do not think that there is an actual fix for this.
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Basically.
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What is happening is if we open up Photoshop, which I still have open
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perfect.
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Oh, only it's on my wang screen.
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Oh God, come on.
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Just let me go.
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Thank you.
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Okay, so if I open up over here, my leaves and go to my offer.
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This is the problem for some reason.
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Speedtree always decides to make the authors like specter.
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Like in terms of specs over here, which is not what I want.
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Super easy fix simply.
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Go to image, adjustments, and levels as simply push your white slider
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beyond the little curve that we have over here.
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So then you are it so that you can be rest assured, that this is white
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and then just press Ctrl s to save it.
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At which point if you go into in real here, we can right-click edges
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to re-import our color or base color C and that fixes that.
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Okay.
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So we got that stuff, done.
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Another one that I want to do is I want to add my subsurface color and
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the way that we do that is we are take on stand tree, Vector right,
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click convert to parameter and call this.
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Sup on the school color and make it like a light yellowish color.
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I would say a light.
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Yeah, lights yellow, greenish color, something like this as like a
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base.
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And then, what you want to do is you want to multiply this.
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Using a scalar parameter.
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So s.
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Click and this will be
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Sup surface on a score strength.
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And we want to set this to 1.
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Like this and simply plug this into our subsurface color over here,
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which will basically allow us to control both the color and the
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strength of our subsurface.
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That's pretty much it.
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What we need for now, or wait, maybe like a maybe like a scalar
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parameter so s click for now, that's will call craftiness and let's
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set this to zero point, seven by default, which basically one means
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that it
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It is looking very dull.
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Zero means that it looks very shiny.
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So I'm gonna go like a little bit in between that plug this into your
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half - just to give us a little bit of control over that and how we
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can save our scene, we get actually check this out.
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So let's go in here into materials.
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We have a foliage master and just right click and create a material
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instance and call it ivy on the score generic underscore 0 1 and this.
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Basically, what I was talking about, if I open it up, you can see
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that.
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Now, all those settings that we
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Turned into a parameter.
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We now have control over those so we can now go ahead and go into Ivy.
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If I just press the little search button to find it.
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I can then go back into my videos and click on my IV.
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Generic and simply add it using this arrow button in here.
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And now we should have a two-sided.
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Generic IV.
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I think I should have gone for must instead of translucent then die.
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Yeah I should have gone for
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Just so let's go ahead and go in here and let's go from translucent to
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masked over here.
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And then all we need to do is just plug your offer into your opacity
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mask.
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There we go.
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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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