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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:01,025 Okay. 2 00:00:01,025 --> 00:00:04,425 So what we're going to do in this chapter is, we are going to go ahead 3 00:00:04,425 --> 00:00:08,725 and go over how to create very unique looking Ivy, that is 4 00:00:08,725 --> 00:00:10,725 specifically based on your level. 5 00:00:10,725 --> 00:00:13,525 For example, like having IV go over here. 6 00:00:13,525 --> 00:00:15,025 That's the one that we will be doing. 7 00:00:15,425 --> 00:00:16,125 So, this is great. 8 00:00:16,125 --> 00:00:19,325 If you like are making something very specific and you just need to 9 00:00:19,325 --> 00:00:21,825 have the IV going in, like very specific ways. 10 00:00:22,125 --> 00:00:25,025 For example, also like on the car, would be like a great one to like 11 00:00:25,025 --> 00:00:26,425 have it grow over here. 12 00:00:27,225 --> 00:00:29,625 Now, this isn't too difficult to do. 13 00:00:30,025 --> 00:00:33,525 It's just like a little bit of like a workaround, but we can still use 14 00:00:33,525 --> 00:00:35,125 the IV that we already created. 15 00:00:35,625 --> 00:00:37,525 So first of all, you would need your model. 16 00:00:37,825 --> 00:00:38,325 Now. 17 00:00:38,525 --> 00:00:42,225 I assume that often you are ready, have your model just sitting in my 18 00:00:42,225 --> 00:00:43,525 or whatever 3D modeling program. 19 00:00:43,525 --> 00:00:45,525 You have because you made it yourself. 20 00:00:45,625 --> 00:00:49,425 However, if this is not the case, you can go ahead and go for example, 21 00:00:49,425 --> 00:00:52,525 over here, inside of Unreal Engine. 22 00:00:52,925 --> 00:00:56,725 And if you just select your model, and I'm just going to go ahead and 23 00:00:56,725 --> 00:00:59,825 I'm going to XE, look it up in the Explorer over here. 24 00:01:01,425 --> 00:01:03,125 And then all I'm going to do is right click. 25 00:01:04,225 --> 00:01:05,925 Acid actions and exports. 26 00:01:06,625 --> 00:01:12,225 And I'm going to go ahead and I'm going to export this easy foliage, 27 00:01:12,825 --> 00:01:18,225 oops, wrong folder and if we then go ahead and go to exports from 28 00:01:18,325 --> 00:01:20,525 unreal and just call this. 29 00:01:20,525 --> 00:01:22,625 Yeah, ceiling whole a, it should be fine. 30 00:01:22,625 --> 00:01:25,725 So, let's just press save and yeah, it's all good. 31 00:01:25,725 --> 00:01:27,025 Okay, so we got that one. 32 00:01:27,625 --> 00:01:29,625 Now, we should be able to just wipe it away. 33 00:01:29,625 --> 00:01:31,425 Get it into Unreal, Engine. 34 00:01:31,925 --> 00:01:33,925 I hope that it's all looks correct, and if there isn't 35 00:01:34,025 --> 00:01:35,225 Anything strange going on. 36 00:01:35,325 --> 00:01:38,825 But let's go ahead and do a file and do a save as and immediately like 37 00:01:38,825 --> 00:01:39,825 safety says something else. 38 00:01:39,825 --> 00:01:44,825 Just in case I'm going to call this IV underscore unique underscore, 39 00:01:44,825 --> 00:01:48,525 01 and I always do the other one in case I have like another 40 00:01:48,525 --> 00:01:49,025 variation. 41 00:01:49,025 --> 00:01:52,425 I want to make later on because I can often not make up my mind. 42 00:01:52,825 --> 00:01:55,125 So we have that done over here. 43 00:01:55,125 --> 00:01:55,325 Now. 44 00:01:55,325 --> 00:02:01,425 We want to go ahead and want to go up here to Collision art or no. 45 00:02:01,425 --> 00:02:01,725 Sorry. 46 00:02:01,725 --> 00:02:02,525 That's Collision, not 47 00:02:04,025 --> 00:02:04,925 It's do it over here. 48 00:02:05,025 --> 00:02:09,525 It changed a little bit since it will engine 8, so file, and let's 49 00:02:09,525 --> 00:02:14,625 just do a normal import mesh at set and we are going to go from and 50 00:02:14,625 --> 00:02:16,125 real ceiling. 51 00:02:16,125 --> 00:02:17,725 Whole a open it up. 52 00:02:19,925 --> 00:02:24,125 Okay, so that has loaded in fine. 53 00:02:24,125 --> 00:02:24,825 It looks like. 54 00:02:24,825 --> 00:02:25,925 So let's see how it goes. 55 00:02:26,525 --> 00:02:28,425 Let's now go to go to Collision. 56 00:02:29,725 --> 00:02:30,625 Or forces. 57 00:02:32,125 --> 00:02:33,725 I have forces geometry. 58 00:02:35,025 --> 00:02:36,225 Ceiling whole day. 59 00:02:37,025 --> 00:02:37,925 Okay, you know what? 60 00:02:37,925 --> 00:02:38,325 I'm going. 61 00:02:38,325 --> 00:02:40,825 I'm just going to go out and I'm going to temporarily hide all of this 62 00:02:40,825 --> 00:02:41,225 stuff. 63 00:02:42,625 --> 00:02:43,325 Over here. 64 00:02:43,925 --> 00:02:46,725 So we got this one, be ends, really, really large. 65 00:02:46,725 --> 00:02:48,825 So let's just go ahead and fix that first. 66 00:02:49,525 --> 00:02:51,825 Now, if we go ahead and just go down here. 67 00:02:51,825 --> 00:02:53,525 We have a force, we have a geometry. 68 00:02:56,125 --> 00:02:57,025 that used to be like, 69 00:02:59,125 --> 00:03:00,925 Skating here, but I I got him. 70 00:03:00,925 --> 00:03:01,525 I would like, oh, yeah. 71 00:03:01,525 --> 00:03:02,325 Here transform. 72 00:03:02,325 --> 00:03:02,725 There we go. 73 00:03:02,725 --> 00:03:04,425 Here it says from, that's the what I meant. 74 00:03:04,525 --> 00:03:08,825 So let's do 0.1 in a uniform scale and that should scale it down on 75 00:03:08,825 --> 00:03:09,625 all sides. 76 00:03:10,225 --> 00:03:13,525 And I just want to, okay, I guess I do need to actually have a look. 77 00:03:15,125 --> 00:03:18,725 0.0., I need to go even lower because I want to kind like have it fit 78 00:03:19,225 --> 00:03:20,125 along this B. 79 00:03:20,125 --> 00:03:22,025 So let's do 0.01. 80 00:03:23,525 --> 00:03:27,225 Is that too much 0.02? 81 00:03:28,925 --> 00:03:30,725 Shilpa shelter should be fine. 82 00:03:31,025 --> 00:03:31,325 Now. 83 00:03:31,325 --> 00:03:34,625 One thing I am worried about is that we have these Alphas over here. 84 00:03:34,825 --> 00:03:39,225 So, to be very honest, I think that this mesh, specifically, we just 85 00:03:39,225 --> 00:03:42,125 want to go into my are remove these offers because these offers they 86 00:03:42,125 --> 00:03:44,325 are this stuff over here. 87 00:03:44,325 --> 00:03:45,625 That's not actual geometry. 88 00:03:45,625 --> 00:03:46,725 This is just a plain. 89 00:03:46,925 --> 00:03:51,125 However, that means that inside of Speed 3, it will just read as a 90 00:03:51,125 --> 00:03:54,325 normal plane, but we can already places into position that is no 91 00:03:54,325 --> 00:03:54,625 problem. 92 00:03:54,625 --> 00:03:55,525 So we got this one. 93 00:03:55,725 --> 00:03:57,525 I'm going to go ahead and set my angle. 94 00:03:57,625 --> 00:03:59,325 290 over here. 95 00:04:00,125 --> 00:04:01,125 So that's also good. 96 00:04:01,125 --> 00:04:04,625 So that we have this and then you can kind like place in place and for 97 00:04:04,625 --> 00:04:06,425 us it works almost like the cube. 98 00:04:06,625 --> 00:04:08,125 So we got this stuff over here. 99 00:04:08,725 --> 00:04:11,325 It's just like, it's a little bit more fiddly to get everything 100 00:04:11,325 --> 00:04:11,925 working. 101 00:04:12,425 --> 00:04:17,625 So I'm going to go inside of Maya, save my scene, and it's just create 102 00:04:17,625 --> 00:04:21,425 a quick new scene, and I'm just going to go ahead and I'm going to 103 00:04:23,525 --> 00:04:27,525 Go file and import and I'm going to import, oops. 104 00:04:28,925 --> 00:04:30,725 Our ceiling over here. 105 00:04:32,325 --> 00:04:34,825 And just leave it the same scale that it is before. 106 00:04:35,225 --> 00:04:38,125 All I want to do is I just want to go in here and quickly, double 107 00:04:38,125 --> 00:04:42,125 click and choose, delete around the area that I want to actually have 108 00:04:42,125 --> 00:04:43,825 my foliage, which is just this area. 109 00:04:43,825 --> 00:04:47,225 I don't, I'm not going to delete it everywhere, but I want to delete 110 00:04:47,225 --> 00:04:50,325 anything that I do not like like for example, this place. 111 00:04:50,525 --> 00:04:51,025 And to be honest. 112 00:04:51,025 --> 00:04:54,925 I'm also going to delete these pieces because sometimes the Collision 113 00:04:54,925 --> 00:04:57,225 Works a little bit funky on like really thin. 114 00:04:58,225 --> 00:04:58,925 Pieces like this. 115 00:04:58,925 --> 00:05:02,425 So if I do this, at least they will not be as thin and let's see. 116 00:05:02,425 --> 00:05:03,025 Just in case. 117 00:05:03,025 --> 00:05:06,025 I'm also going to like you move them over here. 118 00:05:06,025 --> 00:05:06,825 So that's fine. 119 00:05:06,825 --> 00:05:08,625 And maybe also remove this one. 120 00:05:09,225 --> 00:05:09,625 There we go. 121 00:05:09,625 --> 00:05:11,425 That should give us more than enough space. 122 00:05:12,025 --> 00:05:16,325 And if we then override it, we can just reload it inside of unreal. 123 00:05:17,725 --> 00:05:21,225 So, we can just form and real ceiling hole over here. 124 00:05:21,825 --> 00:05:25,825 And now, if I go in here, I should be able to Simply press the reload 125 00:05:25,825 --> 00:05:27,225 button on my meshes. 126 00:05:28,725 --> 00:05:29,225 There we go. 127 00:05:29,325 --> 00:05:30,225 So that fixes dead. 128 00:05:31,625 --> 00:05:35,425 Next stop, just out like a nice gray material over here, and now we 129 00:05:35,425 --> 00:05:36,325 can get started. 130 00:05:36,425 --> 00:05:36,725 Okay. 131 00:05:36,725 --> 00:05:40,925 So what we are going to do for this is we are basically going to hide 132 00:05:40,925 --> 00:05:43,425 everything and start with the very base. 133 00:05:43,425 --> 00:05:46,225 Which going to be a tongue and you probably guessed it. 134 00:05:46,225 --> 00:05:49,925 So this time we just want to go ahead and press W and we want to move 135 00:05:49,925 --> 00:05:55,825 it over here and then you can also choose like the scaling and 136 00:05:55,825 --> 00:05:56,125 everything. 137 00:05:56,125 --> 00:05:58,625 So yeah, I think something like this would be nice. 138 00:05:58,625 --> 00:06:01,025 So it lets see it falls off. 139 00:06:01,425 --> 00:06:02,125 Want to have it. 140 00:06:02,125 --> 00:06:04,725 If I let's see that our main shot. 141 00:06:04,725 --> 00:06:07,925 Our main fold shot will be something like this over here. 142 00:06:08,825 --> 00:06:12,525 So, it will fall off on this side. 143 00:06:14,525 --> 00:06:17,225 You're on this side and in between here, that's where I want to have 144 00:06:17,225 --> 00:06:17,725 fall off. 145 00:06:17,925 --> 00:06:21,125 So make a plan of how you want this to look. 146 00:06:21,425 --> 00:06:22,725 So, that should be fine. 147 00:06:24,125 --> 00:06:26,925 Once you've done that you can go ahead and can go to the second one. 148 00:06:26,925 --> 00:06:29,025 So you can press hard on height on this one. 149 00:06:29,625 --> 00:06:32,125 And what we're going to do is we are going to basically get rid of a 150 00:06:32,125 --> 00:06:36,525 cube Collision over here and instead we are going to go for our 151 00:06:36,525 --> 00:06:38,825 ceiling whole a collision over here. 152 00:06:39,525 --> 00:06:43,625 So we got those then what we can also do is we could also just like 153 00:06:44,125 --> 00:06:50,225 first of all like make them not as strong, to be honest, the ceiling 154 00:06:50,225 --> 00:06:51,225 whole Coalition. 155 00:06:51,225 --> 00:06:52,425 We might not even need it. 156 00:06:52,425 --> 00:06:53,325 We might just need to go. 157 00:06:53,625 --> 00:06:54,925 Of the, or like a direction. 158 00:06:54,925 --> 00:06:55,725 To be honest. 159 00:06:56,025 --> 00:06:57,625 If I do ceiling own or no? 160 00:06:57,625 --> 00:07:01,425 No, sorry, we do need because the the direction is too strong. 161 00:07:02,625 --> 00:07:07,225 So, without a collision, it doesn't know that it cannot go to it in 162 00:07:07,225 --> 00:07:07,825 that case. 163 00:07:07,925 --> 00:07:09,125 Let's do a little bit of boats. 164 00:07:09,125 --> 00:07:14,225 Let's do our ceiling whole collision at 0.2 and then we will have our 165 00:07:14,225 --> 00:07:16,525 Direction at zero point. 166 00:07:17,725 --> 00:07:19,525 Yeah, I think actually, that was fine. 167 00:07:19,525 --> 00:07:20,625 See 0.25. 168 00:07:21,225 --> 00:07:24,325 And now what we can do is we can just go ahead and once again, click 169 00:07:24,325 --> 00:07:26,225 on them, go to notes. 170 00:07:27,025 --> 00:07:29,825 And let's say, let's make this one like a bit longer. 171 00:07:29,925 --> 00:07:31,825 I just want to make all of these longer because I want to have them 172 00:07:31,825 --> 00:07:33,325 like kind of hanging out. 173 00:07:35,225 --> 00:07:36,425 It's an interesting side angle. 174 00:07:36,425 --> 00:07:38,125 I'll see if I can like improve. 175 00:07:39,225 --> 00:07:40,525 How they behave. 176 00:07:40,525 --> 00:07:45,125 Because right now, they are sticking out a little bit too far. 177 00:07:45,725 --> 00:07:46,325 Oh God. 178 00:07:46,325 --> 00:07:47,125 Didn't mean to do that. 179 00:07:47,525 --> 00:07:51,325 She meant to push it like this here. 180 00:07:51,425 --> 00:07:52,625 Let's do this one. 181 00:07:54,925 --> 00:07:58,825 This one actually, let's make this a bit here a bit longer. 182 00:08:02,325 --> 00:08:03,225 Who that's quite nice. 183 00:08:03,225 --> 00:08:04,425 Let's do like a start angle. 184 00:08:04,425 --> 00:08:07,525 So I so we are going to have this one like hanging over you and then 185 00:08:07,525 --> 00:08:10,525 it is quite nice that we still already have like a few branches just 186 00:08:10,525 --> 00:08:11,225 sitting in here. 187 00:08:15,625 --> 00:08:21,925 Like that's so let's see how far out do I want to have this? 188 00:08:22,925 --> 00:08:25,125 Go to like one of my camera angle so that I can see? 189 00:08:25,825 --> 00:08:27,025 Okay, so that's really low. 190 00:08:27,025 --> 00:08:31,125 So if we look at our reference, it was actually quite a bit higher 191 00:08:32,325 --> 00:08:34,525 quite a bit longer than I wanted to do. 192 00:08:34,825 --> 00:08:38,125 So, let's go ahead and make these xe a lot longer over here. 193 00:08:42,525 --> 00:08:43,325 With a length. 194 00:08:45,425 --> 00:08:46,225 This one. 195 00:08:46,525 --> 00:08:47,125 I don't know why. 196 00:08:47,125 --> 00:08:48,225 This one is. 197 00:08:49,825 --> 00:08:52,725 And giving me such a strange looking. 198 00:08:53,425 --> 00:08:56,425 You can also by the way, you can like, set the settings customly. 199 00:08:56,525 --> 00:08:58,425 I believe, on top of everything. 200 00:08:58,425 --> 00:09:00,725 Whenever we have notes over here. 201 00:09:02,425 --> 00:09:05,225 We'll see you like we can do size of parent and stuff like that. 202 00:09:07,025 --> 00:09:08,825 Start of all, maybe I can. 203 00:09:09,425 --> 00:09:12,325 No, I cannot alignment also not. 204 00:09:13,525 --> 00:09:17,025 It's too bad that I cannot, I do not think we can do it with forces. 205 00:09:17,025 --> 00:09:17,625 No here. 206 00:09:18,025 --> 00:09:18,925 So, that's too bad. 207 00:09:18,925 --> 00:09:22,325 I hope that they will alter the future that you can actually have the 208 00:09:22,325 --> 00:09:27,825 forces, like the intensity of the forces based upon your barge, but 209 00:09:27,925 --> 00:09:28,725 for now, 210 00:09:31,525 --> 00:09:33,925 I just kind of like need to play around with this, so. 211 00:09:35,225 --> 00:09:36,925 Because I want to have this one. 212 00:09:40,525 --> 00:09:43,125 Like hanging, but right now I don't like that. 213 00:09:43,525 --> 00:09:44,325 What it's doing right now. 214 00:09:44,325 --> 00:09:48,525 So it's just kind of like giving me this really stage like these are 215 00:09:48,525 --> 00:09:53,525 all hanging but this one it just isn't budging for some reason. 216 00:09:54,925 --> 00:09:56,425 And I do not really like that. 217 00:09:57,525 --> 00:10:01,725 Because he, I can hold it but it doesn't really seem to work exactly 218 00:10:01,725 --> 00:10:02,725 the way that I want. 219 00:10:03,525 --> 00:10:06,425 That's a difficult one, to be honest. 220 00:10:06,925 --> 00:10:07,325 Yes. 221 00:10:07,325 --> 00:10:08,625 I can just remove it. 222 00:10:08,625 --> 00:10:10,125 So I guess that's something that I can do. 223 00:10:10,125 --> 00:10:14,225 Okay, I can just delete and then just place this one into place and 224 00:10:14,225 --> 00:10:16,225 just make this one longer because this one does work. 225 00:10:16,225 --> 00:10:21,025 I don't know why that one specifically is being so annoying, but 226 00:10:22,125 --> 00:10:24,025 But okay, so we have these pieces over here. 227 00:10:24,025 --> 00:10:24,625 That's fine. 228 00:10:25,625 --> 00:10:28,425 Now, as you can see, if we now go ahead and go back to generator. 229 00:10:29,025 --> 00:10:30,325 That's the thing with our forces. 230 00:10:30,325 --> 00:10:33,525 So we have a force over here, but because we have the ceiling whole, 231 00:10:33,925 --> 00:10:37,625 they have the urge to try and curl back up on the ceiling. 232 00:10:37,725 --> 00:10:39,225 That's why we need to keep it low. 233 00:10:39,425 --> 00:10:42,125 But if we do maybe also display how to that direction, little bit 234 00:10:42,125 --> 00:10:45,625 more, we can have them hanging a little bit longer like this. 235 00:10:46,425 --> 00:10:50,925 And honestly, once you've done that, you can just unhide this one and 236 00:10:50,925 --> 00:10:51,425 you can see 237 00:10:51,525 --> 00:10:52,325 See, okay. 238 00:10:52,325 --> 00:10:57,225 That's a little bit crazy Direction and we had it at planar instead of 239 00:10:57,225 --> 00:10:57,725 playing. 240 00:10:57,725 --> 00:11:02,125 I want to just have the direction and maybe have like the ceiling hole 241 00:11:02,825 --> 00:11:06,625 over here and set that to be like a lower version. 242 00:11:07,525 --> 00:11:08,425 Okay. 243 00:11:08,425 --> 00:11:14,725 So another Direction I kind of that's a little bit annoying that it's 244 00:11:14,925 --> 00:11:16,125 giving me these bows. 245 00:11:16,125 --> 00:11:19,625 I don't like them because that's not how IV would go. 246 00:11:19,925 --> 00:11:21,425 So IV would not really have these. 247 00:11:21,625 --> 00:11:22,225 Bose over here. 248 00:11:22,525 --> 00:11:25,525 Now, there is another force that I can sometimes twice. 249 00:11:25,525 --> 00:11:31,225 If you go to forces art and like a magnet and basically what this one, 250 00:11:32,225 --> 00:11:36,725 yeah, it will just be attracted to the magnet, which Herm can 251 00:11:36,725 --> 00:11:38,925 sometimes like the little bit stronger here. 252 00:11:39,325 --> 00:11:43,625 So if I do that, it gets attracted to the magnet, but then doesn't 253 00:11:43,625 --> 00:11:45,225 look like it is working this time. 254 00:11:47,225 --> 00:11:48,025 Let's have a look. 255 00:11:48,025 --> 00:11:51,425 So, yes, you can do it by hands like you can manually get 256 00:11:51,525 --> 00:11:53,725 Them to go like this. 257 00:11:54,025 --> 00:11:55,525 But once again, I do not like that. 258 00:11:55,525 --> 00:11:57,325 I want to minimize the amount of time. 259 00:11:57,325 --> 00:11:59,325 I need to work on this. 260 00:11:59,325 --> 00:12:03,825 So what I'm going to do is I'm just going to go ahead and I'm going to 261 00:12:03,825 --> 00:12:06,625 have a look off camera because I want to make sure that I don't mess 262 00:12:06,625 --> 00:12:09,325 around with this for too long because there are so many settings. 263 00:12:10,725 --> 00:12:11,125 Okay. 264 00:12:11,125 --> 00:12:16,125 So, I guess the easiest way to do this to get it, like a fairly decent 265 00:12:16,125 --> 00:12:20,925 area is to go to spine and then set the start angle to be like a 266 00:12:20,925 --> 00:12:21,425 little bit low. 267 00:12:21,625 --> 00:12:25,425 So that is we like flows off like this and then you can also play how 268 00:12:25,425 --> 00:12:29,425 to choke gravity like a little bit over here just to have it down and 269 00:12:29,425 --> 00:12:32,625 I feel like that that is probably like the best way for us to go about 270 00:12:32,625 --> 00:12:32,825 it. 271 00:12:33,025 --> 00:12:35,925 Oh, and we can probably like increase it now over here. 272 00:12:36,325 --> 00:12:38,025 There are still, like a few data bent. 273 00:12:38,025 --> 00:12:41,125 But in order to fade this out, we are going to have basically a 274 00:12:41,125 --> 00:12:45,625 genetic IV behind this to basically hide the fact that over here, all 275 00:12:45,625 --> 00:12:47,725 of these pieces are sitting like this. 276 00:12:48,025 --> 00:12:51,425 So we are going to hide it using, generic IVs now, 277 00:12:51,525 --> 00:12:56,225 Now what I can do is I can go to generate and maybe survive first a 278 00:12:56,225 --> 00:12:57,625 little bit higher over here. 279 00:12:57,625 --> 00:12:59,425 That seems to be a bit better. 280 00:12:59,725 --> 00:13:00,225 But there we go. 281 00:13:00,225 --> 00:13:02,125 So that looks pretty decent. 282 00:13:02,125 --> 00:13:04,625 I think that's go ahead and unhide are meshes. 283 00:13:06,625 --> 00:13:07,225 Okay. 284 00:13:07,225 --> 00:13:07,625 Okay. 285 00:13:07,625 --> 00:13:09,925 Yes that can work that can work. 286 00:13:10,225 --> 00:13:11,425 They are a little bit thick. 287 00:13:11,425 --> 00:13:15,725 However, so lets you set the radio scale a bit thinner and now comes 288 00:13:15,725 --> 00:13:16,325 the big one. 289 00:13:16,725 --> 00:13:17,325 I'll leaves. 290 00:13:19,025 --> 00:13:20,225 Let's see how they behave. 291 00:13:20,925 --> 00:13:22,625 So they definitely work. 292 00:13:22,925 --> 00:13:23,625 That's fine. 293 00:13:23,925 --> 00:13:25,825 I'm going to go ahead and for this one. 294 00:13:25,825 --> 00:13:30,825 So I'm going to first of all, make the size a little bit less, because 295 00:13:30,825 --> 00:13:33,825 it's a little bit too large for my taste. 296 00:13:34,525 --> 00:13:38,425 So let's set the size to maybe like 0.2 ish over here. 297 00:13:38,425 --> 00:13:39,325 Yes, that's better. 298 00:13:40,425 --> 00:13:40,925 Let's see. 299 00:13:40,925 --> 00:13:43,925 So for our directions, what do we have right now, in our forces, we 300 00:13:43,925 --> 00:13:45,425 have a planar which I want to turn off. 301 00:13:45,725 --> 00:13:47,525 So the plane around 14 doesn't work. 302 00:13:48,325 --> 00:13:48,625 Okay. 303 00:13:48,825 --> 00:13:49,325 We don't play that. 304 00:13:49,325 --> 00:13:54,025 Yes, that looks a lot worse, but that's probably because of our 305 00:13:54,025 --> 00:13:55,025 Direction, isn't it? 306 00:13:55,825 --> 00:13:56,025 Yeah. 307 00:13:56,025 --> 00:13:57,125 It's because of our Direction. 308 00:13:57,125 --> 00:13:57,625 So 309 00:13:58,825 --> 00:14:01,625 oh, that is that is that is a bit tricky. 310 00:14:02,525 --> 00:14:04,725 Let's see if our ceiling whole can do something. 311 00:14:05,725 --> 00:14:08,725 Because we are losing, the reason that we are losing so many is 312 00:14:08,725 --> 00:14:10,725 because of the rotations, see. 313 00:14:11,225 --> 00:14:12,925 So because they are planes. 314 00:14:12,925 --> 00:14:15,125 That's how we seemed. 315 00:14:15,225 --> 00:14:19,125 That's why it feels like we are losing a lot of them, that's turns 316 00:14:19,125 --> 00:14:19,325 off. 317 00:14:19,325 --> 00:14:20,625 So if we do planar, 318 00:14:21,725 --> 00:14:26,125 Planar surprisingly does make things look good, but that's interesting 319 00:14:26,125 --> 00:14:28,825 because the planer is just like sitting over here. 320 00:14:28,825 --> 00:14:31,825 So I guess that it just happens to be a lucky accident that it 321 00:14:31,825 --> 00:14:34,125 reflects in a decent way. 322 00:14:34,325 --> 00:14:38,825 Let's for now just turn it off and then let's see if we can maybe work 323 00:14:38,825 --> 00:14:41,025 around with our orientation over here. 324 00:14:45,925 --> 00:14:47,325 to see if we can maybe like, 325 00:14:48,925 --> 00:14:50,125 let's play house. 326 00:14:50,125 --> 00:14:51,325 It like are facing. 327 00:14:52,625 --> 00:14:55,825 To get something that looks a little bit interesting, but still have 328 00:14:55,825 --> 00:14:56,225 it. 329 00:14:57,325 --> 00:14:59,925 It's not so it's really hard sometimes to properly. 330 00:15:02,325 --> 00:15:03,925 See which direction we are going. 331 00:15:05,125 --> 00:15:06,425 Let's see, the up. 332 00:15:07,625 --> 00:15:12,025 In the right over here, that right seems to be quite well if we set 333 00:15:12,025 --> 00:15:15,525 this to the - so that will move things down quite a bit. 334 00:15:15,525 --> 00:15:16,625 So that's pretty good. 335 00:15:17,925 --> 00:15:21,125 And then we have the out which also seems to move things down. 336 00:15:21,125 --> 00:15:22,125 So that's also pretty good. 337 00:15:22,525 --> 00:15:27,425 So like down here, I like it, like, all the stuff that we have here. 338 00:15:27,425 --> 00:15:29,925 I like I just do not like the top. 339 00:15:30,325 --> 00:15:35,125 So I'm just having a think for the top that maybe we will just like 340 00:15:35,125 --> 00:15:38,125 have another ivy plant sitting on top of this. 341 00:15:38,625 --> 00:15:42,525 But it would be great if we can just do like a little bit of just 342 00:15:42,525 --> 00:15:43,125 something. 343 00:15:44,725 --> 00:15:45,625 That's tricky. 344 00:15:46,425 --> 00:15:49,125 This one is this one is trickier than you might think to get it 345 00:15:49,325 --> 00:15:50,925 specifically in these areas. 346 00:15:52,425 --> 00:15:53,025 It just happened. 347 00:15:53,025 --> 00:15:56,725 So happens that exia honestly, even now plane also doesn't do much 348 00:15:56,725 --> 00:15:57,225 anymore. 349 00:15:57,425 --> 00:15:58,025 I think the plane. 350 00:15:58,025 --> 00:16:00,725 What just happened to rotate them in a favorable position. 351 00:16:01,925 --> 00:16:04,925 And what I also think is that a lot of them are hidden here. 352 00:16:04,925 --> 00:16:07,225 If I go in here, like a lot of them probably hidden. 353 00:16:07,425 --> 00:16:10,325 Now, we can try to have a ceiling whole turned on. 354 00:16:11,825 --> 00:16:17,525 And then maybe at like a quite a low level in the hope that it's not 355 00:16:17,525 --> 00:16:20,325 that it's goes towards the ceiling, but that's it. 356 00:16:20,325 --> 00:16:23,625 Maybe like just avoids, the ceiling like this. 357 00:16:26,525 --> 00:16:29,225 But and it's direct. 358 00:16:29,425 --> 00:16:30,125 Yeah, you know what? 359 00:16:30,125 --> 00:16:30,525 I think. 360 00:16:30,525 --> 00:16:31,525 I think this should be fine. 361 00:16:31,525 --> 00:16:33,025 I think I'm going to leave it as this. 362 00:16:33,125 --> 00:16:36,525 The only thing I want to do is I want to go ahead and I want to 363 00:16:36,525 --> 00:16:38,725 temporarily hide. 364 00:16:41,025 --> 00:16:45,025 These pieces and then in our big I want to just go ahead and go to 365 00:16:45,025 --> 00:16:49,425 notes and I want to make this one over here a bit longer. 366 00:16:50,225 --> 00:16:51,725 Okay, that might be a little bit Overkill. 367 00:16:52,425 --> 00:16:57,025 So a little bit less over here in the hope that it gives me here. 368 00:16:57,025 --> 00:17:00,025 See that's I think that will look a bit nicer if it's really like 369 00:17:00,025 --> 00:17:02,325 hangs down like that. 370 00:17:02,725 --> 00:17:05,625 But as you can see here, so I you get point. 371 00:17:05,625 --> 00:17:06,125 Oh, sorry. 372 00:17:06,125 --> 00:17:10,625 There's a notification that is causing my back going to see. 373 00:17:11,325 --> 00:17:11,825 Debbie go. 374 00:17:11,825 --> 00:17:13,425 So, yeah, you can see the point like that. 375 00:17:13,425 --> 00:17:14,425 It's looking really cool. 376 00:17:14,525 --> 00:17:17,025 You get like all of this unique stuff and then if your hides 377 00:17:18,225 --> 00:17:21,425 Your party over here and give the second to reload. 378 00:17:23,225 --> 00:17:23,825 Excuse me. 379 00:17:29,325 --> 00:17:30,025 Collision. 380 00:17:32,725 --> 00:17:33,525 Is it broken? 381 00:17:36,025 --> 00:17:37,825 I think, okay. 382 00:17:39,425 --> 00:17:40,425 Yes, does this work? 383 00:17:41,225 --> 00:17:46,625 Okay, as I said, speed, 39 has come out literally, two days ago. 384 00:17:47,225 --> 00:17:48,625 So it might be that. 385 00:17:48,725 --> 00:17:52,125 The version is not the most stable version ever yet. 386 00:17:52,525 --> 00:17:54,125 So, but anyway, this is looking good. 387 00:17:54,225 --> 00:17:56,025 I like this actually. 388 00:17:56,025 --> 00:17:57,125 Yeah, it's looking really cool. 389 00:17:57,225 --> 00:17:59,925 So I'm going to go ahead and I'm going to save this now. 390 00:18:01,125 --> 00:18:01,725 Over here. 391 00:18:02,525 --> 00:18:05,425 And now we are going to go ahead and go on with the export. 392 00:18:05,425 --> 00:18:08,125 Now, the export that's one is going to be bit interesting because of 393 00:18:08,125 --> 00:18:12,525 course, our scaling is a little bit uneven when it comes to very 394 00:18:12,525 --> 00:18:13,925 specific works. 395 00:18:14,325 --> 00:18:17,925 But for now, what you want to do is you want to make sure that your 396 00:18:17,925 --> 00:18:21,725 height your Collision because else it exports your collision and you 397 00:18:21,725 --> 00:18:22,425 don't want that. 398 00:18:22,725 --> 00:18:24,425 So your hydro collisions are all that we have left. 399 00:18:24,425 --> 00:18:28,125 Is this speech and then we can go ahead and we can do the normal 400 00:18:28,125 --> 00:18:29,025 export to game. 401 00:18:31,025 --> 00:18:31,725 From Speed 3. 402 00:18:31,725 --> 00:18:32,225 Yes. 403 00:18:32,225 --> 00:18:33,525 IV unique 01. 404 00:18:33,525 --> 00:18:36,325 That's also fine safe over here. 405 00:18:36,525 --> 00:18:39,725 Yeah, I'm fine with the scaling and everything because this is what we 406 00:18:39,725 --> 00:18:41,325 will adjust inside of Maya. 407 00:18:41,825 --> 00:18:44,125 So yeah, we got like just need to mess around with it a little bit 408 00:18:44,125 --> 00:18:45,025 inside of unreal. 409 00:18:45,325 --> 00:18:48,925 But the nice thing about this is because this unique one, you kind of 410 00:18:48,925 --> 00:18:51,525 only need to do the scaling once and then you're done with it. 411 00:18:52,025 --> 00:18:53,725 So we have this exported. 412 00:18:53,725 --> 00:18:58,625 And now if we go ahead and just 03, open up our original foliage setup 413 00:18:58,625 --> 00:18:59,025 scene. 414 00:19:00,325 --> 00:19:02,525 No, I don't need to save this over here. 415 00:19:03,825 --> 00:19:08,125 That is fine, so we can add this one over here. 416 00:19:08,725 --> 00:19:09,125 Let's go. 417 00:19:09,125 --> 00:19:10,525 File import. 418 00:19:13,625 --> 00:19:16,225 From Speed 3 IV. 419 00:19:16,225 --> 00:19:16,725 Unique. 420 00:19:16,725 --> 00:19:18,325 01 import. 421 00:19:19,725 --> 00:19:21,925 And now I'm going to do this in a very basic way. 422 00:19:22,125 --> 00:19:28,225 I'm going to do the typical all J2 like Haute 80 here since also like 423 00:19:28,225 --> 00:19:28,525 Hotel. 424 00:19:28,525 --> 00:19:31,325 It didn't interesting position, but that's all no problem. 425 00:19:31,625 --> 00:19:34,225 So we just want to go ahead and we want to scale this down. 426 00:19:35,025 --> 00:19:37,725 Maybe use this as like a scale headphones once again, 427 00:19:39,025 --> 00:19:41,525 But it descale reference does not really matter right now. 428 00:19:41,825 --> 00:19:44,325 So I'm going to have my Pivot Point in a location. 429 00:19:44,725 --> 00:19:48,825 That will be the easiest for me to see if my scaling and positioning 430 00:19:48,825 --> 00:19:49,325 is correct. 431 00:19:49,325 --> 00:19:54,525 So, let's say something like this and then press the create new layer 432 00:19:54,525 --> 00:19:59,025 and assigned select objects and call this IV underscore unique. 433 00:19:59,825 --> 00:20:01,025 Underscores, the other one. 434 00:20:05,625 --> 00:20:07,225 IV on score you on score. 435 00:20:07,225 --> 00:20:11,225 0 1, then okay, fine name already exists. 436 00:20:11,325 --> 00:20:12,825 So that should be already good. 437 00:20:12,825 --> 00:20:16,225 So I can just go ahead and I can export or save my scene. 438 00:20:17,125 --> 00:20:18,125 Export selection. 439 00:20:18,125 --> 00:20:20,425 And we are going to export this to in real. 440 00:20:22,625 --> 00:20:26,025 Ivy underscore unique underscore 01. 441 00:20:27,825 --> 00:20:28,525 There we go. 442 00:20:31,325 --> 00:20:34,825 And if we go in here, we can just go ahead and we can go to assets. 443 00:20:36,025 --> 00:20:39,925 And I'm going to navigate to an real IV unique circle one. 444 00:20:40,825 --> 00:20:42,925 Yeah, we can just do like a normal Imports. 445 00:20:46,025 --> 00:20:47,525 And basically these kind of plans. 446 00:20:47,525 --> 00:20:49,625 So yeah, you just do like a bit of placement. 447 00:20:49,925 --> 00:20:53,125 The reason why engine is very slow is is because it is compiling the 448 00:20:53,125 --> 00:20:54,025 shaders right now. 449 00:20:54,625 --> 00:20:58,425 So if we just quickly open this up so that I can set it up right away. 450 00:20:59,725 --> 00:21:01,425 so, let's go ahead and 451 00:21:04,225 --> 00:21:05,425 find our materials. 452 00:21:08,625 --> 00:21:08,925 Let's see. 453 00:21:08,925 --> 00:21:09,125 Here. 454 00:21:09,125 --> 00:21:09,425 We are. 455 00:21:09,425 --> 00:21:09,825 Okay. 456 00:21:10,225 --> 00:21:11,625 So we have our IV Bock. 457 00:21:11,625 --> 00:21:12,425 That's this one. 458 00:21:13,725 --> 00:21:20,125 And for the house, it's like generic IV, 1, 2, 3, and let's do one 459 00:21:20,125 --> 00:21:20,625 again. 460 00:21:20,625 --> 00:21:21,825 You can, of course, out more. 461 00:21:22,125 --> 00:21:24,225 But guys, so that is now set up. 462 00:21:24,425 --> 00:21:25,225 So that's done. 463 00:21:25,425 --> 00:21:25,725 Okay. 464 00:21:25,725 --> 00:21:27,625 Now comes the tricky part this Kaylee. 465 00:21:28,125 --> 00:21:32,925 So over here, we want to go out and just import our unique IV. 466 00:21:33,625 --> 00:21:37,925 Let's turn on, Snap rotation, and rotate, it exactly 90 degrees 467 00:21:37,925 --> 00:21:42,025 because that seems to be like the most logical place, and let's see. 468 00:21:42,025 --> 00:21:43,025 So, oh wait, 469 00:21:43,525 --> 00:21:46,125 Go down here because we have decals on here. 470 00:21:46,425 --> 00:21:47,525 You're the most decals. 471 00:21:47,725 --> 00:21:50,325 So we just need to scroll down to deter. 472 00:21:52,525 --> 00:21:54,025 Receive decals turned off. 473 00:21:54,025 --> 00:21:58,325 Okay, let's move this up a little bit and now it is just a matter of 474 00:21:58,325 --> 00:21:59,025 basically. 475 00:22:00,125 --> 00:22:00,725 Scaling. 476 00:22:00,725 --> 00:22:02,225 So if I have a look. 477 00:22:04,325 --> 00:22:05,525 Where are my forces? 478 00:22:07,225 --> 00:22:07,725 There you are. 479 00:22:07,725 --> 00:22:10,325 As soon as you go to force and click on it, it will show. 480 00:22:10,825 --> 00:22:15,025 So let's use this one as like a guidance to where the scale needs to 481 00:22:15,025 --> 00:22:15,325 be. 482 00:22:18,825 --> 00:22:20,225 And of course, where the position needs to be. 483 00:22:20,225 --> 00:22:22,425 So I think we need to scale this up a little bit more. 484 00:22:24,925 --> 00:22:27,225 In this really like needs to be in like the center over here. 485 00:22:29,425 --> 00:22:34,025 And then we just need to kind like probably push this back a little 486 00:22:34,025 --> 00:22:35,025 bit or down. 487 00:22:35,025 --> 00:22:35,525 See 488 00:22:36,725 --> 00:22:38,325 now we don't want to push it back. 489 00:22:39,325 --> 00:22:43,825 You can't like once placed over here and it doesn't need to be perfect 490 00:22:43,825 --> 00:22:47,525 of course, but I still want to try and make it so that we do not have 491 00:22:47,525 --> 00:22:49,325 like everything floating. 492 00:22:52,625 --> 00:22:54,025 I think something like debt. 493 00:22:54,525 --> 00:22:55,525 Yeah, that looks really. 494 00:22:55,725 --> 00:22:57,125 Yeah, that's actually looks quite cool. 495 00:22:57,525 --> 00:23:00,225 And you also have like the subsurface scattering over here, which is 496 00:23:00,225 --> 00:23:00,725 nicer. 497 00:23:00,725 --> 00:23:01,825 You can see like to them. 498 00:23:02,225 --> 00:23:05,125 And if you would have like a sun lens flare, you get like the typical 499 00:23:05,125 --> 00:23:07,825 gay me, look where you have, like flare sitting to him. 500 00:23:08,225 --> 00:23:08,625 And, of course. 501 00:23:08,625 --> 00:23:10,625 Yes, we have like the metal in here, but that's no problem. 502 00:23:10,625 --> 00:23:13,625 Because that intersecting you don't really notice it. 503 00:23:14,125 --> 00:23:18,425 So, if we have this, if I would now go in and toe on like a generic 504 00:23:18,725 --> 00:23:19,225 one. 505 00:23:19,925 --> 00:23:21,825 It's still not my snap rotation. 506 00:23:23,525 --> 00:23:25,725 And it's move it over here. 507 00:23:25,725 --> 00:23:28,725 You can see if I turn off my rotation. 508 00:23:29,325 --> 00:23:33,125 Let's set my rotation to be based upon my model, but here you can see 509 00:23:33,125 --> 00:23:35,525 that we can very easily hide the facts. 510 00:23:36,825 --> 00:23:41,425 That we have those pieces over there, just by adding one, extra piece 511 00:23:41,425 --> 00:23:44,525 on top of this and just like nicely placing it here. 512 00:23:44,625 --> 00:23:46,725 Once again, just turn off, receive decals. 513 00:23:48,325 --> 00:23:48,925 There we go. 514 00:23:49,025 --> 00:23:50,425 So that from a distance. 515 00:23:51,825 --> 00:23:53,525 You will never ever be able to see it. 516 00:23:53,525 --> 00:23:56,125 Even if we go like a little bit higher like this. 517 00:23:56,225 --> 00:23:57,325 It will just feel natural. 518 00:23:57,325 --> 00:23:57,725 Of course. 519 00:23:57,725 --> 00:24:00,925 If you go very high logically speaking, you would then need to like, 520 00:24:00,925 --> 00:24:05,325 art, probably like another one over here, and then like another one to 521 00:24:05,325 --> 00:24:08,025 have it actually come from. 522 00:24:08,025 --> 00:24:12,125 Like the outside that that's if you like would go like this high or 523 00:24:12,125 --> 00:24:13,025 something like that. 524 00:24:13,325 --> 00:24:16,225 Then you would have something like that, but that would take a lot of 525 00:24:16,225 --> 00:24:16,425 time. 526 00:24:16,425 --> 00:24:19,625 So we are just going to keep our camera angle little bit lower so that 527 00:24:19,625 --> 00:24:20,425 you don't notice. 528 00:24:21,025 --> 00:24:21,425 But I 529 00:24:21,625 --> 00:24:23,725 Like that, that's, it's looking very cool. 530 00:24:24,025 --> 00:24:26,125 So, we now got these pieces in the next job. 531 00:24:26,125 --> 00:24:29,325 So what we will do is it's going to be a bit like a bonus chapter. 532 00:24:29,325 --> 00:24:33,625 So that chapter we are going to just go over on placing some IV here 533 00:24:33,625 --> 00:24:37,025 to make it look nicer realistic and just shown you, like easy ways to 534 00:24:37,025 --> 00:24:39,625 place everything also play some Ivy down there. 535 00:24:40,125 --> 00:24:43,125 And then what I want to show you as like a quick extra is I want to 536 00:24:43,125 --> 00:24:46,525 show you how to create some, I feel Hood decals that you can use on, 537 00:24:46,525 --> 00:24:49,825 for example, walls, but that you can also use like, in these areas to 538 00:24:49,825 --> 00:24:50,825 have like, the roots. 539 00:24:51,525 --> 00:24:53,025 Running everywhere and stuff like that. 540 00:24:53,325 --> 00:24:54,425 So that would be very cool. 541 00:24:54,425 --> 00:24:55,925 So I'm really happy about this. 542 00:24:56,225 --> 00:24:56,825 And to be honest. 543 00:24:56,825 --> 00:25:00,025 I think I actually liked it more than the original for my original 544 00:25:00,025 --> 00:25:00,425 scene. 545 00:25:01,425 --> 00:25:04,625 Although yes, it feels a little bit, a little bit more stylized, but 546 00:25:04,625 --> 00:25:05,425 it does feel. 547 00:25:06,025 --> 00:25:07,025 Ya just looks nice. 548 00:25:07,325 --> 00:25:09,625 So, let's go ahead and continue with this in the next chapter and 549 00:25:09,625 --> 00:25:11,625 don't forget to save your in real engine scene.41075

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