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Okay.
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So what I want to do in this chapter is I want to get started by just
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placing all of the foliage around here, just to get a little bit more
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like this effect that we can see over here.
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So as you can see here, it just has like some nice hanging foliage on
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both sides and also like a little bit here in the back.
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So that's what I first want to do that.
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I want to go out and create like some Roots.
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Like you can see over here, but hopefully we can improve our Roots, a
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little bit better.
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And yeah, just in general finalizing the IV chapter.
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Chapters.
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And then we will continue to all of the gas chapters.
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So, let's go ahead and just continue.
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I'm gonna go ahead and so we have these ones over here.
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That's fine over here.
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I want to publicly grab this one and place it roughly over here.
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It does not matter too much.
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That it is like floating a little bit in my case because I will be
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previewing it from this site.
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So I'm mostly focused on how it looks from this area and not how it
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looks from the top.
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But of course, if you want to avoid a floating, you can once again go
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For example, like one of these IV B and do like something like this to
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kind, like hide it a little bit better.
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You can, even if you want to rotate it a bit to fake it even more
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details, like just a little Gap in there.
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But anyway, so we got those ones and I'm just going to place it over
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here.
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You may be like a hotel.
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It's a little bit like this.
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Let's see.
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Let's move it a bit more like here.
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There we go.
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And then we have this one.
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That's fine.
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So that's like probably it's for this one.
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Let's see if I delete this one.
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Yeah.
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Okay.
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So definitely want to keep this one in here.
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So we got this stuff.
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Let's also see how what it looks like.
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If I, for example, place this version with our IV, generic 02.
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No, ok, so we want to go for probably like 03 like that.
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That's totally fine.
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I just want to try stuff out before I decide if I want to leave them.
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Now.
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I'm going to probably have some more IV.
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Let's do a zero to over here.
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Let's try and like place it nicely down here.
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And then maybe if we also do like a zero three over here.
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So we already saw a 01 over here.
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So we move this one.
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And like nicely playset.
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Around here.
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Let's see how that looks.
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And I keep going back to my camera angle.
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Just make sure that everything looks a little bit logical in those
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areas.
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So that is looking pretty good.
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I quite like that.
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Now, let's go ahead and let's go on to the other side where we can see
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like a little bit over on this area and then we have a bit more here.
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I can remember in my original scene that I made a few more variations.
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So we are currently like working with less variation, but that should
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not be that big of a deal.
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Let me just turn off my God.
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Twice over here.
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There we go.
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So we got this one.
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That's totally fine.
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I'm going to probably
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I know, I guess that I don't need to have time like so much higher.
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So I'm going to have one over here and then I'm going to place another
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one.
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Probably like over here.
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And then maybe let's place like one more but this one is going to be
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like a GN F x0 to down here.
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And now if you feel adventurous, you can actually also use your unique
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version or multiple locations.
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So what we can twice, we can try the unique version and like, throw it
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a little bit in here, and just hope that it is clipping just in a way
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that you cannot see.
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Like any of those really unique pieces because they will be hidden
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inside of other meshes and is something that very often gets.
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111 lat.
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So we have like something like this and now over here you don't really
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notice that it is the same version that it is clipping, but it is
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definitely there if I would press height C.
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So that is actually quite a big difference.
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So that's another way that you can just quickly, like you, maybe,
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like, scaled up a bit and just clip some stuff in and just kind, like,
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be careful that it is not like sticking to the ceiling too much.
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A tiny bit like this.
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If you cannot see, it is fine, but else just move it up a little bit
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but it all depends on like how
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You are making your level as I said before if you are making a game
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level then you want to go anywhere to be fairly precise.
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But if you're just making like an ox showcase, that's like from
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specific angles, then you can cheat quite a bit more.
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I'm going to have another IV plants.
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Probably over here.
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And I'm going to kind of like just have it laying actually, you know
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what, it might be.
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Nice to catch some Shadows by having it.
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Hovering a little bit like this.
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So that's why you get like, two Shadows below it, and sometimes that
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does look quite nice and you can sometimes see me switching my Pivot
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boat to object over here.
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so that's and if I then combine this with maybe like a
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Another version over here.
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I like this and then if you want, you can even combine, it's more with
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maybe like an IV 02, just to break it up.
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And place it like around here.
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There we go.
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So that, it's like a little bit over and then I will.
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What we can also do is, we can also, for example, grab another IV to
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maybe like a rotate.
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It's a little bit.
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Like this and what you can see now is that we have decals
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intersecting.
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So whenever we have that we just want to quickly go down.
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And turn off the receive decals.
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So let's do the same over here.
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Turn off.
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Receive decals.
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Just in case this one over here, also, turn it off.
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There we go.
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So that now you can see that it has like this nice little bet of
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Ivy basically.
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And on over here, once we have like some grass, it will all kind like
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tied together as soon as we also have like some gas and everything, it
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you'll just nicely tie in together.
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So we got like some stuff over here.
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So that's looking pretty much accurate to what I want.
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Now, what you can also see, she can see that over here.
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Like they are a lot lighter and I think that this is just like the
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subsurface scattering we can over here.
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If we go from like a distant view, we can go into
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Material and just quickly, check like our IV genetic.
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Over here.
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And if I just make this smaller because it keep scaling it up.
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I can see if I can, maybe like, let's say if I do one here C.
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So, if I do publicity 0.4, I am able to like give it a bit more.
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Here's 0.4.
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0.4.
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Just to give it like a little bit more shine.
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And then what you can also do is you can do the same thing as that we
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did within our test level where we basically just use some extra
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lighting to basically increase the amounts, but that's it's looking
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pretty nice.
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I'm going to go ahead and I'm going to probably
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Grab one of these and just make it like a little bit nicer on the
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stones also because it wouldn't really make sense for the IV to just
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be hanging.
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There.
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It would also like, go on the stones little bit now technically what
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you would have if you would have like lots of roots here and maybe
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like less IV on these areas or even like still dance IV.
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So that's why we are also going to be like create some decals later on
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but still I just want to nicely have it like flowing over as you can
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see over here and actually also over here.
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So if we are doing this we can just as well do it, right?
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Even though you guys will not have this level, but I want to explain
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to you that creating foliage is not just about making the foliage and
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making it looted look the same as in real life, but it also comes with
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smart placements to make sure that the placement is logical and that
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it's just in general looks nice.
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And a little bit, like the way that foliage goes.
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So over here, I can once again like
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Cover this up.
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With some overgrown, foliage or over here because this like an
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abandoned tunnel.
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Like it's a, this foliage had a lot of time to grow.
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Very large like years and years.
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I would say.
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So yeah, seeing that actually, no, it has like a wall, little bit
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sticking out over here, which is not too good.
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So, let's just hope that this back, and maybe then push it back in a
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little bit more over here.
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So that it's not sticking out as much.
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And then I keep going back to my camera angle over here.
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I'm pressing G to basically hide everything.
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And also, what I can do is hear your scream percentage.
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Normally, the default is 100, but then it doesn't look as crisp.
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So, if you want, you can quickly set this to 200 to really get like a
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nice sharp effect.
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So, yeah, that is looking pretty cool.
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I quite like the foliage over here.
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So I'm quite happy with that.
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If I press G, I should have
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Over here like a few different lights and I'm just curious, if I grab
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this light and I basically place it at the back over here to fake, the
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back face, lighting a little bit more.
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And then if I go in this light and I turn off my Shadows.
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So scroll up to light and then turn off, cast Shadows, what you can
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often.
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Get is here, view.
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Look.
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See, you can get less darkening.
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If I do say 0.5., You can see over here.
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So in this is 0 and then 0.5 or maybe one even it will just give us
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like a little bit less darkening.
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So I'm going to go for 0.5 because we turn off our shadows.
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The light is also a lot cheaper to render because the Shadows is what
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makes it often quite expensive.
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Next one second.
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Let me make the smaller.
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What I want to do is I just want to go ahead and I want to
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Quickly, add some extra foliage here at the back that you can see,
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because that is also looking quite interesting.
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And then what we can do is we can go over with like the gas.
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So here at the back, what we can do is we can put much crab, this one,
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this one, and it's also just like grab this one.
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And this because why would we do all of this work again?
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We can just steal it.
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And reuse it.
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So, over here.
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This is not exactly the same.
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So as you can see, over here in my level because it is so far away.
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You can see that I did not bother with actually making a proper Unique
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Piece and that's once again like this like a Time Saver, but the nice
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thing about this is that I am able to just to my God way.
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I am able to now nicely just like fake the hell out of this and just
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place like some random IV.
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That is
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Like hanging from tops over here and maybe what I can do is I can like
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have another one and that I actually scale it up a little bit and just
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have it like hanging against side.
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So placement wise, it is a lot easier because from this distance, see
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you barely notice anything.
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You just notice like a little bit of IV just randomly floating here.
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And that was the goal.
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It's not always about making it look correct.
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Sometimes it just about
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Making sure that people understand your message that you have with
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your art and my message was overgrown, without needing to spend.
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Like, well, I already spent like, I don't know, 100 150 hours on just,
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creating the scene.
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So, I didn't want to, like, spend another 50 extra.
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I was just to make these really far distant pieces.
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Look, correct.
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So often I even go to like this View and then I simply like move it
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around a little bit so that I can see what it looks like.
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This is looking pretty good.
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Only over here.
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The subsurface scattering.
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I don't really like in this area.
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I know that I have like a shape over here.
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So maybe just here.
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See if I set my source with, I think for this one.
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I just need to like kinda.
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Move it back and maybe like, move it up.
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But my Shadows are little bit funky in this area.
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I go over here.
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Okay, see here.
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That's works better when it is a little bit darker in these areas and
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that it's just as like the light mostly focusing on this area because
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it just makes it stand out a little bit more and honestly this one we
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can kind like leave here.
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So I'm probably going to leave it at this.
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So as you can see that was just like a little quick overview of how to
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do like some nice foliage placement to make it look interesting when
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you still have very little pieces because that's also about this
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tutorial.
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It's about easy foliage.
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But also about like,
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The amount of pieces that we have.
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Now last thing that I'm going to do is, I'm just going to quickly go
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to my preview map and I just want to quickly duplicate this Cube
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because it would only be logical.
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If in our preview map.
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We still art.
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Some of the pieces that we create, even though they are unique.
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So what I can do in here as I can, pretty much do the same.
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We're in this case.
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I'm just using my preview Cube to kind of like fake.
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Having a wall over here.
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So doesn't need to be perfect.
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It just needs to Showcase a little bit more like the preview you can.
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Of course, if you want.
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Oh, no, wait, you guys cannot do that?
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That's why I'm doing this because you guys cannot have
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the same.
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Concrete, as I have.
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But basically, I have this over here.
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It doesn't look very good actually, to be honest.
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So what I'm going to do is I'm just going to kind like fake this a
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little bit more and the way that I want to do.
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That is I want to grab this and
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See, I almost feel like it's cylinder.
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There is a way to do this, but it's a little bit Overkill to do it for
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this tutorial.
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So if you go up here, I will show you very quickly.
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If you go up here and you go to God, where are you edit plugins?
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There is a plug-in in Region 5 and if you type in modeling, it is
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called the modeling tools editor mode.
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If you enable this and then restart your engine, you will get this
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button over here.
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And when you click on it, you will basically get modeling tools.
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And what I'm basically going to do with this is I'm going to just
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quickly grab like a box and place it over here, a complete.
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And so I did this is not what its toil is about.
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So it is just something seat as an extra bonus.
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In the next chapter.
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What we will do is we will create Our Roots because those take much
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longer than what we have time for.
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But what you can do is I can create some boxes and I can basically do
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like a Boolean inside of Unreal Engine, so I can grab these boxes over
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here.
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And I'm just going to very quickly cut them out.
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I know that there are modeling tools like the bevels and everything,
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but those tools they are a little bit buggy so often it's easier for
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me to just quickly do like some
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Bullying functions over here.
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So, something like this.
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I then grabbed my model.
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Then what I do is I grab the model that I want to do a Boolean on and
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I press Boolean over here and then except once again, grab my model,
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grab a Boolean and then click on Boolean.
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Like this and I'm basically just cutting away some shapes until I got
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something that looks pretty decent.
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And once you've done that, you can close this.
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Terms of materials, I would just quickly like toe on a random, white
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material again.
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And then what I'm going to do is I'm just going to basically nicely
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closes off by having another wall over here.
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And I will just make this like a nice presentation seen a little bit
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later on, but for now this will do so we just got like a while and
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then if you want you can even have like another one.
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Over here.
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There you go.
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It's not perfect.
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But it does sort of work.
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And then if I grab, for example, like one of these pieces just to make
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it and correctly here.
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Let's use IV generic 01.
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Then you guys because this is the presentation that you guys will get.
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So that's why I want to make sure that everything is still in here.
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And yes, I could do this in my free time.
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But what's the fun of that?
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When I can just show you in case someone is interested, if you're not
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interested you can just skip you can just go to next video.
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So that's the power of
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These kind of videos compared to like, live streams.
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And I'm just going to kind like have another one maybe.
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Sitting over here.
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You know what?
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So, for one more.
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That has like a fall of over here.
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See a very quickly, you can create like, interesting scene out of
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basic shapes.
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That's why are we like foliage?
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Although making the foliage is often to make really, really high
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quality foliage.
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It's quite a pain.
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So of course, this is high-quality foliage, but it's not the highest
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quality that you can get.
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But in general, it's does art so much to your scene.
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You already seen it a little bit, simply by us creating like a tiny
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bit of foliage.
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Yeah, for a tunnel.
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Seen how much did it cost?
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But here we go.
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I don't know if I need to have to cast Shadows on.
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Yeah, I do.
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There we go.
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See Tada good enough for now.
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So I will later on like make this see nicer, but I just want to have
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like a proper preview.
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Awesome.
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Next chapter.
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What we are going to do is we are going to work on IV Roots, which are
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going to be a decal.
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So let's go ahead and continue with this in the next chapter.29405
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