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Okay.
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So what we're going to do in this chapter is, we are going to go ahead
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and go over how to create very unique looking Ivy, that is
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specifically based on your level.
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For example, like having IV go over here.
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That's the one that we will be doing.
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So, this is great.
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If you like are making something very specific and you just need to
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have the IV going in, like very specific ways.
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For example, also like on the car, would be like a great one to like
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have it grow over here.
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Now, this isn't too difficult to do.
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It's just like a little bit of like a workaround, but we can still use
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the IV that we already created.
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So first of all, you would need your model.
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Now.
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I assume that often you are ready, have your model just sitting in my
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or whatever 3D modeling program.
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You have because you made it yourself.
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However, if this is not the case, you can go ahead and go for example,
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over here, inside of Unreal Engine.
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And if you just select your model, and I'm just going to go ahead and
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I'm going to XE, look it up in the Explorer over here.
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And then all I'm going to do is right click.
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Acid actions and exports.
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And I'm going to go ahead and I'm going to export this easy foliage,
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oops, wrong folder and if we then go ahead and go to exports from
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unreal and just call this.
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Yeah, ceiling whole a, it should be fine.
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So, let's just press save and yeah, it's all good.
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Okay, so we got that one.
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Now, we should be able to just wipe it away.
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Get it into Unreal, Engine.
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I hope that it's all looks correct, and if there isn't
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Anything strange going on.
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But let's go ahead and do a file and do a save as and immediately like
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safety says something else.
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Just in case I'm going to call this IV underscore unique underscore,
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01 and I always do the other one in case I have like another
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variation.
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I want to make later on because I can often not make up my mind.
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So we have that done over here.
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Now.
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We want to go ahead and want to go up here to Collision art or no.
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Sorry.
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That's Collision, not
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It's do it over here.
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It changed a little bit since it will engine 8, so file, and let's
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just do a normal import mesh at set and we are going to go from and
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real ceiling.
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Whole a open it up.
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Okay, so that has loaded in fine.
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It looks like.
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So let's see how it goes.
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Let's now go to go to Collision.
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Or forces.
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I have forces geometry.
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Ceiling whole day.
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Okay, you know what?
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I'm going.
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I'm just going to go out and I'm going to temporarily hide all of this
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stuff.
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Over here.
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So we got this one, be ends, really, really large.
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So let's just go ahead and fix that first.
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Now, if we go ahead and just go down here.
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We have a force, we have a geometry.
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that used to be like,
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Skating here, but I I got him.
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I would like, oh, yeah.
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Here transform.
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There we go.
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Here it says from, that's the what I meant.
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So let's do 0.1 in a uniform scale and that should scale it down on
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all sides.
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And I just want to, okay, I guess I do need to actually have a look.
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0.0., I need to go even lower because I want to kind like have it fit
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along this B.
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So let's do 0.01.
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Is that too much 0.02?
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Shilpa shelter should be fine.
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Now.
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One thing I am worried about is that we have these Alphas over here.
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So, to be very honest, I think that this mesh, specifically, we just
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want to go into my are remove these offers because these offers they
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are this stuff over here.
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That's not actual geometry.
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This is just a plain.
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However, that means that inside of Speed 3, it will just read as a
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normal plane, but we can already places into position that is no
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problem.
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So we got this one.
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I'm going to go ahead and set my angle.
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290 over here.
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So that's also good.
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So that we have this and then you can kind like place in place and for
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us it works almost like the cube.
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So we got this stuff over here.
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It's just like, it's a little bit more fiddly to get everything
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working.
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So I'm going to go inside of Maya, save my scene, and it's just create
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a quick new scene, and I'm just going to go ahead and I'm going to
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Go file and import and I'm going to import, oops.
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Our ceiling over here.
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And just leave it the same scale that it is before.
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All I want to do is I just want to go in here and quickly, double
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click and choose, delete around the area that I want to actually have
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my foliage, which is just this area.
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I don't, I'm not going to delete it everywhere, but I want to delete
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anything that I do not like like for example, this place.
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And to be honest.
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I'm also going to delete these pieces because sometimes the Collision
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Works a little bit funky on like really thin.
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Pieces like this.
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So if I do this, at least they will not be as thin and let's see.
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Just in case.
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I'm also going to like you move them over here.
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So that's fine.
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And maybe also remove this one.
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There we go.
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That should give us more than enough space.
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And if we then override it, we can just reload it inside of unreal.
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So, we can just form and real ceiling hole over here.
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And now, if I go in here, I should be able to Simply press the reload
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button on my meshes.
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There we go.
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So that fixes dead.
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Next stop, just out like a nice gray material over here, and now we
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can get started.
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Okay.
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So what we are going to do for this is we are basically going to hide
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everything and start with the very base.
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Which going to be a tongue and you probably guessed it.
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So this time we just want to go ahead and press W and we want to move
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it over here and then you can also choose like the scaling and
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everything.
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So yeah, I think something like this would be nice.
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So it lets see it falls off.
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Want to have it.
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If I let's see that our main shot.
141
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Our main fold shot will be something like this over here.
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So, it will fall off on this side.
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You're on this side and in between here, that's where I want to have
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fall off.
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So make a plan of how you want this to look.
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So, that should be fine.
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Once you've done that you can go ahead and can go to the second one.
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So you can press hard on height on this one.
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And what we're going to do is we are going to basically get rid of a
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cube Collision over here and instead we are going to go for our
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ceiling whole a collision over here.
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So we got those then what we can also do is we could also just like
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first of all like make them not as strong, to be honest, the ceiling
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whole Coalition.
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We might not even need it.
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We might just need to go.
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Of the, or like a direction.
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To be honest.
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If I do ceiling own or no?
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No, sorry, we do need because the the direction is too strong.
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So, without a collision, it doesn't know that it cannot go to it in
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that case.
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Let's do a little bit of boats.
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Let's do our ceiling whole collision at 0.2 and then we will have our
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Direction at zero point.
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Yeah, I think actually, that was fine.
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See 0.25.
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And now what we can do is we can just go ahead and once again, click
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on them, go to notes.
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And let's say, let's make this one like a bit longer.
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I just want to make all of these longer because I want to have them
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like kind of hanging out.
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It's an interesting side angle.
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I'll see if I can like improve.
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How they behave.
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Because right now, they are sticking out a little bit too far.
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Oh God.
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Didn't mean to do that.
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She meant to push it like this here.
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Let's do this one.
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This one actually, let's make this a bit here a bit longer.
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Who that's quite nice.
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Let's do like a start angle.
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So I so we are going to have this one like hanging over you and then
185
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it is quite nice that we still already have like a few branches just
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sitting in here.
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Like that's so let's see how far out do I want to have this?
188
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Go to like one of my camera angle so that I can see?
189
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Okay, so that's really low.
190
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So if we look at our reference, it was actually quite a bit higher
191
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quite a bit longer than I wanted to do.
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So, let's go ahead and make these xe a lot longer over here.
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With a length.
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This one.
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I don't know why.
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This one is.
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And giving me such a strange looking.
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You can also by the way, you can like, set the settings customly.
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I believe, on top of everything.
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Whenever we have notes over here.
201
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We'll see you like we can do size of parent and stuff like that.
202
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Start of all, maybe I can.
203
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No, I cannot alignment also not.
204
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It's too bad that I cannot, I do not think we can do it with forces.
205
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No here.
206
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So, that's too bad.
207
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I hope that they will alter the future that you can actually have the
208
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forces, like the intensity of the forces based upon your barge, but
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for now,
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I just kind of like need to play around with this, so.
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Because I want to have this one.
212
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Like hanging, but right now I don't like that.
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What it's doing right now.
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So it's just kind of like giving me this really stage like these are
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all hanging but this one it just isn't budging for some reason.
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And I do not really like that.
217
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Because he, I can hold it but it doesn't really seem to work exactly
218
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the way that I want.
219
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That's a difficult one, to be honest.
220
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Yes.
221
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I can just remove it.
222
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So I guess that's something that I can do.
223
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Okay, I can just delete and then just place this one into place and
224
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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
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That's fine.
228
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Now, as you can see, if we now go ahead and go back to generator.
229
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That's the thing with our forces.
230
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So we have a force over here, but because we have the ceiling whole,
231
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they have the urge to try and curl back up on the ceiling.
232
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That's why we need to keep it low.
233
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But if we do maybe also display how to that direction, little bit
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more, we can have them hanging a little bit longer like this.
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And honestly, once you've done that, you can just unhide this one and
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you can see
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See, okay.
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That's a little bit crazy Direction and we had it at planar instead of
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playing.
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I want to just have the direction and maybe have like the ceiling hole
241
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over here and set that to be like a lower version.
242
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Okay.
243
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So another Direction I kind of that's a little bit annoying that it's
244
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giving me these bows.
245
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I don't like them because that's not how IV would go.
246
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So IV would not really have these.
247
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Bose over here.
248
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Now, there is another force that I can sometimes twice.
249
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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
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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
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look like it is working this time.
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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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