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Okay.
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So now that we have our main IV done, what we're going to do is we are
3
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going to go ahead and take a slight detour in a slightly different
4
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topic.
5
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So you can kind of see this as like a bonus chapter and that's that I
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want to show you how to create some IV Roots specifically.
7
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So without leaves and should like a decal because these often go
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hand-in-hand with these kind of measures.
9
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Now, this actually quite simple so we are going to go for some roots
10
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that are let's say that we will have them like growing upwards because
11
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then I can meet the also.
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Show you how to create IV that goes in the opposite direction.
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Basically, so that is not hanging.
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Now.
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We have our IV, generic 01.
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I'm just going to do a save as and just call this IV on a score.
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Roots on the score decal on the scores.
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Another one in case you ever want to keep more.
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Here we go.
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Okay, perfect.
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So with this, we do not need a mesh and we do not need leaves in our
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spline over.
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Here.
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We are.
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Going to go ahead and go to our skin and set this back to polygons
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over here so that they become actual bunches like this.
27
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Yeah.
28
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The only thing is that they do now have value as to.
29
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So they have like the wood material, so we would need to, like,
30
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replace it later on.
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So let's unhide.
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My trunk.
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Let's also go into forces and showcase our Cube Collision over here.
34
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And let's just quickly hide because if you do not hide it,
35
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it's really slow and that's basically just grab our trunk and let's do
36
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a 180 in a rotation.
37
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Although we probably don't even need to do 180.
38
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We can also just change our hoods.
39
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But let's just go ahead and have this a lot like the bottom over here.
40
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Like this and then we unhide this one's.
41
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And now what we are going to do is we are just going to go ahead and
42
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moving this up.
43
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I think we just want to I don't think the rotation is actually going
44
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to work.
45
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I think we need to like what I mean is I don't think we can just
46
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rotate the see we cannot just rotate this piece so we can like me to
47
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do the rotation for these pieces customly.
48
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So let's just move this over here and I'll show you.
49
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Well, actually I don't need to really show you.
50
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It's very easy.
51
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We are just going to go ahead and set probably the stock tangle.
52
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I think that's easiest one.
53
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So over here we have our starts know, this one also know.
54
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So, I guess this is going to be a lot more.
55
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Awkward than I thought.
56
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Let's go ahead and let's do this a little bit different.
57
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So what we can, of course do is we can just go ahead and like here,
58
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click on this little Dot and just delete it, and then just delete
59
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these branches.
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Yes, I will always.
61
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Yes, okay, and then, just re art them to out like, some new branches
62
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over here, and then just going to your generation and just quickly set
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the mode to proportional, probably, so that we are just creating like
64
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a few new ones.
65
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So, for this,
66
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Once we are actually going to go for like way more punches because
67
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that's what I want for this specific decal because we want to go for.
68
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Where are you?
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Here?
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You are.
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We want to go ahead and we want to get something that's similar to
72
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what you can see like behind here.
73
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So, just like really a lot of stuff, all winkley, and all that kind of
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stuff.
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So, let's see if we get something close to that.
76
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It will not look exactly the same, but it should be fine.
77
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So, let's just go ahead and have like a bunch over here of roots.
78
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It's that's it.
79
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Our first down to zero and our last down to one next.
80
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What we want to do is we want to go ahead and we want to set our,
81
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let's go to our spline.
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Let's set our length.
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And that's just randomly do something like this.
84
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That the length basically becomes a little bit of random over here.
85
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Next.
86
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We want to go out and want to set the orientation.
87
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I think, one set the rotation little bit higher.
88
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Yeah.
89
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For the rolling.
90
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It doesn't really matter because we have them on all sides.
91
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You can try and do like alignment, but that often also does not really
92
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do much.
93
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Anyway, let's go ahead and let's go in our shape.
94
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No, not shape.
95
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Segments.
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Where are you?
97
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Okay, I cannot find you.
98
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I'm looking of course, for the thickness but so that's the length.
99
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So where is my thicknesses?
100
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I thought it was always a shape.
101
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I'm going to find it in here.
102
00:04:37,925 --> 00:04:39,425
We just call this up a little bit.
103
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So the segments is basically your actual geometry.
104
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So even though it says Hades in segments, that's not the one that you
105
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want.
106
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So we have a linked.
107
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Orientation shape.
108
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Or am I so blind?
109
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I must be 0.
110
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Here we go.
111
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Skin.
112
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Okay.
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Wow, I don't, I don't know how I messed it up.
114
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Anyway, I'm going to make them a lot to not like this, and now we are
115
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really just going to have some like forcing them on here.
116
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So let's get started by.
117
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Yes, making them a lot.
118
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Did know, something around 0.2.
119
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And then what I'm going to do is I'm just going to go ahead and
120
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publish set my length, my general length to be a little bit bigger.
121
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And now if we go into our forces, we are basically going to
122
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Do a few things.
123
00:05:24,625 --> 00:05:27,025
So first of all, we want to have two planar.
124
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And I don't know the cube.
125
00:05:30,225 --> 00:05:33,325
I think we would we just want to go ahead and have plane over here and
126
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set this like really high to like 50.
127
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So we are really like pushing this out over here to the planar.
128
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I'm going to set my start angle even stronger over here.
129
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There we go.
130
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So we got that one.
131
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Now.
132
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We don't need the direction for this but I just want to see if it will
133
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work for us to have a magnet else.
134
00:05:53,525 --> 00:05:56,825
We will just cut out all of these pieces, but it would be nice if I
135
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can have even more branches.
136
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That
137
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To the magnet.
138
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So we can go into our branches forces, turn on the magnet and
139
00:06:06,725 --> 00:06:10,825
The yeah, it does not do exactly what I was hoping.
140
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Like, it does pushes them to.
141
00:06:13,625 --> 00:06:16,225
So, what you can do is at this point, you would be able to, for
142
00:06:16,225 --> 00:06:17,525
example, grab this piece.
143
00:06:18,725 --> 00:06:20,525
And like throw it down here.
144
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It can just be straight.
145
00:06:21,525 --> 00:06:23,725
Honestly, we don't even need this Cube here.
146
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It can just be straight, but it does not exactly do what I want.
147
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So, instead of a magnet, where are you instead of magnets?
148
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Maybe we can try just like the direction that might give us a better
149
00:06:35,725 --> 00:06:37,125
result if we do a direction.
150
00:06:37,125 --> 00:06:40,925
And then if we scroll down and set the angle to 180,
151
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Oh, no.
152
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Sorry.
153
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That's the wrong angle.
154
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We need to go on the sea.
155
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Willy.
156
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None of the angles work.
157
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Then.
158
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I just need to do it manually.
159
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Then I'm just gonna do it like this.
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Oh, yeah.
161
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Here 18, minus 1.
162
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Okay.
163
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So we had to go into the minus 1.
164
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Anyway, so we had now, have this.
165
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So, if we now go to our force and try Direction, what if we set a
166
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direction like also 50 like really really high.
167
00:07:09,125 --> 00:07:12,425
Okay, so that does allow me to have these prices.
168
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Don't worry, that they are so sticking so far out because we are going
169
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to basically bake it onto a flat plane.
170
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So that's why I'm not too worried about the amounts.
171
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So I'm going to, first of all, set my number down a little bit.
172
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Over here so that they've been because these are just going to be like
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the large punches over here.
174
00:07:34,025 --> 00:07:35,825
Then I'm going to set my scaling.
175
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I'm going to give my scaling let's setup Point here.
176
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So double click and make these smaller and I'll set the point here and
177
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make these small over here is that they are really like focusing into
178
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like the center like that for the rest jumbled.
179
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Basically just allows us to do like a little bit of random variation.
180
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Some
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Like this, we that's really far out forces planar.
182
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Yeah.
183
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We are.
184
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We cannot set the plane at any higher.
185
00:08:08,125 --> 00:08:09,425
So let's try something like this.
186
00:08:09,425 --> 00:08:13,525
And now, you can just grab your little branches and just drag them on
187
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top of your branch again.
188
00:08:15,025 --> 00:08:17,625
And then if you hide or unhide them, they should behave the same.
189
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So, as you can see, this is what we have right now.
190
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That is really, really strong.
191
00:08:22,025 --> 00:08:25,525
So, first of all, let's go ahead and set up Plano also really high for
192
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this one.
193
00:08:26,925 --> 00:08:28,925
And our direction, we can.
194
00:08:29,825 --> 00:08:32,325
Yeah, we could do play around like a little bit towards a direction,
195
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like moving it, upwards like this.
196
00:08:35,525 --> 00:08:37,125
And then what we're going to is
197
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We are going to play with the amounts and introduce a lot of noise.
198
00:08:41,725 --> 00:08:43,225
Let me just first, move this down.
199
00:08:43,425 --> 00:08:45,125
So yeah, let's play with that.
200
00:08:45,925 --> 00:08:51,225
So let's get started by just reducing the amount of Lee said or the
201
00:08:51,225 --> 00:08:53,325
amount of parts that we have over here.
202
00:08:53,325 --> 00:08:55,525
Let's set the number two, like seven to get started.
203
00:08:55,925 --> 00:09:00,725
And the way that you should see, this is if we activate our Cube
204
00:09:00,725 --> 00:09:03,025
Collision, this is how we will be baking.
205
00:09:03,025 --> 00:09:04,025
So you will see it.
206
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From basically, this position there is a way to
207
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Turn off this scaling.
208
00:09:11,225 --> 00:09:13,725
Oh, I always forget overlay.
209
00:09:15,025 --> 00:09:15,525
What is it?
210
00:09:15,525 --> 00:09:19,325
Text axis, indicates, a no hide indicated.
211
00:09:19,325 --> 00:09:19,825
There we go.
212
00:09:20,025 --> 00:09:24,525
So when you turn it off, then you can turn off your like the little
213
00:09:24,525 --> 00:09:24,825
guy.
214
00:09:25,125 --> 00:09:26,825
So, this is basically how we will be baking.
215
00:09:26,825 --> 00:09:29,525
So it will be going like from this position.
216
00:09:29,825 --> 00:09:33,225
And what we can also do at this point is, I'm just going to quickly
217
00:09:34,325 --> 00:09:39,125
grab our bark material over here, and I'm going to assign this back.
218
00:09:39,225 --> 00:09:39,325
Okay.
219
00:09:41,425 --> 00:09:45,325
And I'm also going to have Maybach material on my large punch because
220
00:09:45,325 --> 00:09:48,725
this is one of the few times that we will also hear so you can just
221
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replace punch detail.
222
00:09:49,925 --> 00:09:52,525
This is one of the few times that we will also actually baked down our
223
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branches.
224
00:09:53,425 --> 00:09:55,125
So having this.
225
00:09:55,125 --> 00:09:57,425
Yes, that this looking good here.
226
00:09:57,425 --> 00:09:58,425
It's really irregular.
227
00:09:58,425 --> 00:09:59,925
I think I'm going to make it even more.
228
00:09:59,925 --> 00:10:03,325
So if we just because as you can see here, it's like all over the
229
00:10:03,325 --> 00:10:07,425
place, but I don't want to make it look a little look too cliche, even
230
00:10:07,425 --> 00:10:09,325
though it might look good in real life.
231
00:10:09,325 --> 00:10:11,025
It will look like noise if we do.
232
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In 3D.
233
00:10:11,725 --> 00:10:13,725
So we don't want to overdo it.
234
00:10:14,025 --> 00:10:16,625
I'm gonna go ahead and go to
235
00:10:19,525 --> 00:10:22,325
I need to go in here because I cannot find this properly.
236
00:10:22,925 --> 00:10:26,625
So we want to go out and do like our over here are late.
237
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Noisy.
238
00:10:28,525 --> 00:10:30,325
And then you can like mess around to that.
239
00:10:31,525 --> 00:10:33,725
If you want, you can also massage with your early noise over here,
240
00:10:33,725 --> 00:10:37,625
just to give it like a little bit more well noise.
241
00:10:37,925 --> 00:10:40,125
And that's basically, so we got those done.
242
00:10:40,825 --> 00:10:43,025
Maybe make the thickness a little bit thicker.
243
00:10:43,025 --> 00:10:48,125
So if we go to skin this time, I remembered let's make this a little
244
00:10:48,125 --> 00:10:51,325
bit thicker and then if we go as and go to generate and set this,
245
00:10:51,325 --> 00:10:52,425
maybe to like three,
246
00:10:54,925 --> 00:10:56,125
33.
247
00:10:57,725 --> 00:11:01,825
Yeah, for let's do 4 and then the only thing that I do not like is
248
00:11:01,825 --> 00:11:04,125
that there isn't a lot going on in here.
249
00:11:04,125 --> 00:11:08,725
So if we just press W over here I'm going to just do like some slight
250
00:11:08,725 --> 00:11:14,725
manual movement just to reduce the amount of like cluster branch that
251
00:11:14,725 --> 00:11:17,325
we have over here and over here, because that's a little bit too
252
00:11:17,325 --> 00:11:17,725
over-the-top.
253
00:11:17,725 --> 00:11:19,725
I still want to have it like somewhat even.
254
00:11:21,625 --> 00:11:24,025
Because that will work best for a specific decal.
255
00:11:24,025 --> 00:11:27,725
If it is not because this if I bake this it will become a little bit
256
00:11:28,025 --> 00:11:28,725
too much.
257
00:11:29,125 --> 00:11:32,125
So maybe you can even also like go out and like delete a few.
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00:11:33,225 --> 00:11:36,325
So whenever you have that you just kind of like want to see if you can
259
00:11:36,325 --> 00:11:37,925
maybe move some stuff around.
260
00:11:40,425 --> 00:11:41,925
And maybe, let's delete this one.
261
00:11:41,925 --> 00:11:46,225
Also, in a move, this one over here and then move this one over here.
262
00:11:47,825 --> 00:11:51,125
Like that, and if you want, you can also while you are moving, you can
263
00:11:51,125 --> 00:11:53,825
also quickly just push some of these four words.
264
00:11:55,525 --> 00:11:59,625
Over here to give them like a slightly more favorable position.
265
00:12:03,025 --> 00:12:03,825
Actually, you know what?
266
00:12:03,825 --> 00:12:07,825
Over here, I can actually use a few more.
267
00:12:09,425 --> 00:12:09,925
There we go.
268
00:12:09,925 --> 00:12:11,125
That's looking pretty good.
269
00:12:11,425 --> 00:12:12,925
And you're done one down here.
270
00:12:12,925 --> 00:12:13,325
If you want.
271
00:12:13,325 --> 00:12:16,325
You can also like play rented but we of course we will basically cut
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00:12:16,325 --> 00:12:17,925
it off at the bottom over here.
273
00:12:17,925 --> 00:12:20,925
So this is what we will see, pretty much so that is looking pretty
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00:12:20,925 --> 00:12:24,725
good and that gives us a very solid concept of what I'm trying to tell
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00:12:24,725 --> 00:12:25,025
you.
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00:12:25,325 --> 00:12:29,925
So, now that we have the stuff, we can hide this, we can also hide the
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00:12:29,925 --> 00:12:33,525
trunk, so that all that we have left is just a bunch of punches.
278
00:12:33,925 --> 00:12:37,525
And then of course, if you would want to create a little IV like Ivy
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00:12:37,525 --> 00:12:38,225
that is
280
00:12:38,325 --> 00:12:39,425
Instead of hanging down.
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00:12:39,725 --> 00:12:41,825
What you would do is you would just make sure that these punches you
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00:12:41,825 --> 00:12:45,625
would be like, Place less of them, so that you said that you do the
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00:12:45,625 --> 00:12:48,025
same thing as when they are hanging and just against the wall.
284
00:12:48,025 --> 00:12:50,525
And that's pretty much the same thing and then you would just place
285
00:12:50,525 --> 00:12:51,425
your leaves on there.
286
00:12:51,825 --> 00:12:53,825
But anyway, so we can save our scene.
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00:12:55,125 --> 00:12:59,125
We can go ahead and we can export this to game and we are going to
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00:12:59,125 --> 00:13:05,025
call this Ivy hood, decal, 01 underscore HP.
289
00:13:06,325 --> 00:13:08,025
Yes, underscore HP.
290
00:13:08,025 --> 00:13:09,125
That should be fine.
291
00:13:09,525 --> 00:13:14,225
So let's save, I don't care about any textures or anything like that.
292
00:13:14,225 --> 00:13:15,125
That's all good.
293
00:13:15,125 --> 00:13:16,225
So let's press.
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00:13:16,225 --> 00:13:20,925
OK, and once we've done that, we can go into Maya over here, and I'm
295
00:13:20,925 --> 00:13:22,525
going to get started by.
296
00:13:23,725 --> 00:13:26,225
turning that one off, and I'm just going to go ahead and
297
00:13:28,225 --> 00:13:30,625
Create a quick plane over here.
298
00:13:32,625 --> 00:13:33,925
Set this to 0.
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00:13:35,825 --> 00:13:38,925
All J to rotate this and scaled up.
300
00:13:39,625 --> 00:13:41,425
And then we are also going to import.
301
00:13:43,525 --> 00:13:51,925
Our IV, route decal, HP and this got its added that again.
302
00:13:52,025 --> 00:13:54,325
So I need to reopen my scene.
303
00:13:54,325 --> 00:13:55,425
I keep forgetting that.
304
00:13:55,725 --> 00:13:57,825
I have my LR D 0 over here.
305
00:13:59,025 --> 00:14:00,425
Edit Sun Group.
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00:14:06,725 --> 00:14:08,525
Ivy on the score unique on the score.
307
00:14:08,525 --> 00:14:09,325
0 1.
308
00:14:09,325 --> 00:14:10,025
There we go.
309
00:14:10,825 --> 00:14:11,625
Let's try it again.
310
00:14:12,025 --> 00:14:16,325
I'm just going to already import my hyperbola, the order in which we
311
00:14:16,325 --> 00:14:18,025
do this kind of stuff, does not really matter.
312
00:14:18,225 --> 00:14:19,425
So we just want to import it.
313
00:14:19,825 --> 00:14:24,125
We want to rotate it, 90 degrees scale, it way down over here.
314
00:14:25,525 --> 00:14:26,125
and,
315
00:14:27,625 --> 00:14:29,425
Yeah, I guess the order doesn't matter what I think.
316
00:14:29,425 --> 00:14:30,925
I want to just rotate it 180.
317
00:14:30,925 --> 00:14:34,425
I think this this area looks a little bit better and you basically
318
00:14:34,425 --> 00:14:35,625
won't have this in Fontana.
319
00:14:35,625 --> 00:14:36,825
You want to have a plane behind it?
320
00:14:36,825 --> 00:14:39,325
And the plane is what we will be using for our baking.
321
00:14:39,625 --> 00:14:42,725
So, what we need to do is we need to go ahead and we need to create
322
00:14:42,725 --> 00:14:43,325
our plane.
323
00:14:44,825 --> 00:14:45,825
Because we have any segments.
324
00:14:45,825 --> 00:14:48,225
We don't need that and this will become a decal.
325
00:14:48,225 --> 00:14:49,725
So if we just go ahead and
326
00:14:51,125 --> 00:14:52,025
scale it.
327
00:14:53,825 --> 00:14:54,625
We can move it.
328
00:14:54,825 --> 00:14:58,725
And now on the sides you can kind like decide what you want to do.
329
00:14:58,725 --> 00:15:02,125
If you want to scale this big enough so that you are basically hitting
330
00:15:02,125 --> 00:15:03,825
both sides and nice thing.
331
00:15:03,825 --> 00:15:06,225
If you do this is that you don't have to make a tileable because a
332
00:15:06,225 --> 00:15:07,925
decal doesn't have to be dialable.
333
00:15:08,825 --> 00:15:11,525
The only thing is that we will have like some more empty space at the
334
00:15:11,525 --> 00:15:14,325
bottom, but that should not really matter in our case.
335
00:15:14,825 --> 00:15:17,525
So, what I'm going to do is I'm just going to go ahead and I'm gonna
336
00:15:17,925 --> 00:15:23,025
go to my I don't think I actually have a few because this is probably
337
00:15:23,025 --> 00:15:23,525
like the
338
00:15:23,725 --> 00:15:32,525
Whew, so if we go to site view, we don't have the cameras for this
339
00:15:32,725 --> 00:15:33,825
that that's no problem.
340
00:15:33,925 --> 00:15:36,325
Like yes, I can create an entire new camera and everything.
341
00:15:36,325 --> 00:15:38,025
But why would I do that?
342
00:15:38,025 --> 00:15:41,525
When I like when I can just kind of like preview it here?
343
00:15:41,625 --> 00:15:45,725
A basic ones, have your plane, not touching your high poly, but still
344
00:15:45,725 --> 00:15:46,925
being very close to it.
345
00:15:47,925 --> 00:15:48,725
Something like this.
346
00:15:48,725 --> 00:15:50,425
So we have a plane and we have a high poly.
347
00:15:50,425 --> 00:15:52,525
So basic concepts of baking.
348
00:15:52,825 --> 00:15:56,925
What you can do now is basically, we can first of all because I keep
349
00:15:56,925 --> 00:15:57,725
forgetting that.
350
00:15:59,325 --> 00:16:02,825
Ivy on the score Hoots on the score, HP.
351
00:16:04,225 --> 00:16:08,925
And I'm going to edit ungroup, and delete that.
352
00:16:09,025 --> 00:16:09,525
There we go.
353
00:16:09,825 --> 00:16:12,525
And now we can, first of all, save our scene.
354
00:16:13,825 --> 00:16:18,825
Add this to a new layer that will call hoot on the score decal on ask
355
00:16:18,825 --> 00:16:19,625
0, 0 1.
356
00:16:21,025 --> 00:16:23,725
And then we can export, first of all, the low poly and low poly will
357
00:16:23,725 --> 00:16:24,325
already have.
358
00:16:24,325 --> 00:16:27,325
It's you've eaten everything and I'm just going to export this in
359
00:16:27,325 --> 00:16:27,825
here.
360
00:16:27,925 --> 00:16:28,925
So let's just call this.
361
00:16:30,825 --> 00:16:33,225
IV underscore hoods on the score LP.
362
00:16:34,325 --> 00:16:36,025
So that's fine to just leave it there.
363
00:16:36,725 --> 00:16:41,225
And then if we go ahead and also export this one, we will call this IV
364
00:16:41,625 --> 00:16:44,625
on the score Hoots on the score HP.
365
00:16:47,925 --> 00:16:49,625
And Export that perfect.
366
00:16:49,625 --> 00:16:54,025
Okay, I am going to use marmoset because that is by far the easiest I
367
00:16:54,025 --> 00:16:59,225
find to do something with like very do something that is sticking out
368
00:16:59,225 --> 00:17:02,825
very far away from your low poly because you can in real-time edit
369
00:17:02,825 --> 00:17:06,825
your cage here, Mom said, however, you can also do this in X normals
370
00:17:06,825 --> 00:17:08,625
or in substance painter or anything like that.
371
00:17:09,225 --> 00:17:12,125
But anyway for mum said, we are going to go ahead and just a brand new
372
00:17:12,125 --> 00:17:14,025
version of mom said super easy.
373
00:17:14,025 --> 00:17:15,425
We don't really need to do much.
374
00:17:15,425 --> 00:17:17,425
I'm just going to go up here and add a new
375
00:17:17,625 --> 00:17:18,625
Take project.
376
00:17:19,425 --> 00:17:24,525
And then what I want to do is I'm going to go ahead and import my IV
377
00:17:24,525 --> 00:17:28,825
Roots, low Poly, High poly by dragging it in here and you can just use
378
00:17:28,825 --> 00:17:31,925
alt left Mouse button to rotate around ultimate the mouse button to
379
00:17:31,925 --> 00:17:32,625
pan around.
380
00:17:33,525 --> 00:17:37,325
And now that we've done this, we want to drag our hyperbola into the
381
00:17:37,325 --> 00:17:41,825
high low poly into the low and then your high polish automatically
382
00:17:41,825 --> 00:17:44,725
hidden, but if you just turned on, you want to click on low.
383
00:17:44,725 --> 00:17:47,325
And first of all, turn off how to bake set this to none.
384
00:17:47,525 --> 00:17:50,325
Because else, as soon as we make a change, it will try to already
385
00:17:50,325 --> 00:17:53,225
baked, but we have not done any settings yet.
386
00:17:54,425 --> 00:17:56,525
And then your max offset, which is your cage.
387
00:17:56,725 --> 00:17:59,325
You basically want to go ahead and want to set this in front of your
388
00:17:59,325 --> 00:18:00,325
hypo lie like this.
389
00:18:00,725 --> 00:18:04,325
So what will happen is it will now bake like this.
390
00:18:05,225 --> 00:18:08,925
Now lastly, what we need to do is we can go ahead and just delete all
391
00:18:08,925 --> 00:18:12,825
of our materials that we have one left, create new material that will
392
00:18:12,825 --> 00:18:15,025
call Bark by clicking on the name.
393
00:18:15,725 --> 00:18:18,725
And drag this onto your hyperbola and you probably guessed it.
394
00:18:18,725 --> 00:18:23,025
All you need to do is you need to go to your textures and dragging
395
00:18:23,025 --> 00:18:26,225
your Albedo map of your back, your Norm map.
396
00:18:29,525 --> 00:18:30,925
No map, okay, weird.
397
00:18:31,225 --> 00:18:33,425
And also your rough this map over here.
398
00:18:33,825 --> 00:18:37,125
So now you can see that we now have our back just like that.
399
00:18:37,525 --> 00:18:39,525
So quite easy.
400
00:18:40,025 --> 00:18:42,825
And now all we need to do is we just need to go ahead and set up our
401
00:18:42,825 --> 00:18:44,125
baking scene.
402
00:18:44,425 --> 00:18:46,825
So I'm going to go in here textures.
403
00:18:47,925 --> 00:18:52,525
Let's make one, that's what I will call Ivy, Hoots decal.
404
00:18:54,225 --> 00:18:57,025
And this is basically what we're going to use to save all of our
405
00:18:57,025 --> 00:18:57,725
Textures in.
406
00:18:57,725 --> 00:19:01,725
So let's copy that location and then down here into the baked.
407
00:19:03,325 --> 00:19:08,425
You want space is location, location IV, hoods on the score 0, 1 and
408
00:19:08,425 --> 00:19:11,925
press save, and now that you've done that, pretty much all you need to
409
00:19:11,925 --> 00:19:19,125
do is actually, I'm saving it as a PSD IV hoods on score 01.
410
00:19:19,125 --> 00:19:21,525
I can just as well save it as a TGA.
411
00:19:21,625 --> 00:19:24,025
So that we can, I hide away import it into in real.
412
00:19:24,025 --> 00:19:25,525
We don't even need to go anywhere else.
413
00:19:25,525 --> 00:19:27,025
We can just totally turn real.
414
00:19:27,325 --> 00:19:28,025
So let's save
415
00:19:29,325 --> 00:19:30,425
And now in the configure.
416
00:19:30,625 --> 00:19:36,325
So first of all, set your samples do 16 next set, your ex.
417
00:19:36,325 --> 00:19:36,625
Yes.
418
00:19:36,625 --> 00:19:38,425
We want to leave up padding on for now.
419
00:19:38,425 --> 00:19:41,225
But for our masks, we want to publicly turn it off.
420
00:19:41,625 --> 00:19:42,725
No way that does not matter.
421
00:19:42,925 --> 00:19:47,125
So let's just leave on the padding to model it as a solution, to case
422
00:19:47,125 --> 00:19:47,725
more than enough.
423
00:19:48,225 --> 00:19:50,625
And in your Maps, you just want to go ahead and configure and let's
424
00:19:50,625 --> 00:19:55,225
turn everything off first, and we need a normal map.
425
00:19:56,225 --> 00:19:58,225
We need down here and Albedo map.
426
00:19:59,025 --> 00:20:00,325
A roughness map.
427
00:20:00,925 --> 00:20:06,225
And we need a alpha mask map over here.
428
00:20:06,625 --> 00:20:06,925
Yes.
429
00:20:06,925 --> 00:20:07,825
It's often mask.
430
00:20:07,825 --> 00:20:08,125
Right?
431
00:20:08,825 --> 00:20:09,625
I'm not confused.
432
00:20:09,625 --> 00:20:11,325
No Alpha mask, that's correct.
433
00:20:11,525 --> 00:20:15,225
Okay, and now if we turn all these four on what it will do is it will
434
00:20:15,225 --> 00:20:18,525
literally bake this down onto our plane and it should give us like
435
00:20:18,525 --> 00:20:20,025
correct looking texture.
436
00:20:20,025 --> 00:20:22,925
So we can just go ahead and first order like save as
437
00:20:23,925 --> 00:20:29,625
And if we just go ahead and save this in Texas, a big scene.
438
00:20:31,225 --> 00:20:31,825
And bake.
439
00:20:33,625 --> 00:20:34,525
And give that a try.
440
00:20:34,925 --> 00:20:37,825
So, we have our TJ over here.
441
00:20:38,425 --> 00:20:42,325
We can quickly go if once into Photoshop and just like double check
442
00:20:42,325 --> 00:20:42,925
our work.
443
00:20:43,725 --> 00:20:46,425
So it is the U Visa flipped.
444
00:20:46,425 --> 00:20:50,425
That's a bit annoying roughness, normal and hoods here.
445
00:20:50,425 --> 00:20:51,725
You can see that everything is working.
446
00:20:52,125 --> 00:20:57,725
We need to flip it, 90 degrees counterclockwise, I believe.
447
00:20:58,225 --> 00:20:59,425
So if we just go in here,
448
00:21:02,925 --> 00:21:06,425
I need to grab this and I need to rotate it.
449
00:21:07,525 --> 00:21:09,125
Yeah, counter clockwise like this.
450
00:21:09,125 --> 00:21:12,825
You are the reason I it takes about it because you cannot actually see
451
00:21:12,825 --> 00:21:13,425
the rotation.
452
00:21:13,425 --> 00:21:15,525
So we need to make sure that it is correct.
453
00:21:15,725 --> 00:21:17,725
And now if we go ahead and Export this again.
454
00:21:20,725 --> 00:21:23,825
And if we then go, in mom set, it will automatically update.
455
00:21:23,825 --> 00:21:25,325
So we can just press baked again.
456
00:21:25,425 --> 00:21:27,125
And it's very, very fast do this.
457
00:21:28,925 --> 00:21:30,225
Gone are the days of that.
458
00:21:30,225 --> 00:21:32,825
You need to wait a really long for like the baking.
459
00:21:32,925 --> 00:21:34,725
And then if I just quickly, double check.
460
00:21:35,925 --> 00:21:36,525
Perfect C.
461
00:21:36,725 --> 00:21:38,725
So now here we have our IV hoods.
462
00:21:39,525 --> 00:21:41,125
Yeah, that's pretty much looking good.
463
00:21:41,125 --> 00:21:44,825
So now we can already told us into a real and all we need to do is
464
00:21:44,825 --> 00:21:48,725
then just create like a quick decal material, but that is super easy
465
00:21:48,725 --> 00:21:49,125
to do.
466
00:21:49,525 --> 00:21:52,725
So, let's go ahead and go into textures, right?
467
00:21:52,725 --> 00:21:55,625
Click new folder IV underscore hoods.
468
00:21:56,625 --> 00:21:59,825
And in here, I'm just going to go ahead and I'm going to import.
469
00:22:01,525 --> 00:22:02,325
All four of them.
470
00:22:02,325 --> 00:22:05,525
Yes, all four of them, and you just need to go into your normal, a
471
00:22:05,525 --> 00:22:08,725
need to flip the green Channel because it is an opengl normal.
472
00:22:09,825 --> 00:22:13,725
And once you've done that sexy D stinks over here, we can close.
473
00:22:15,125 --> 00:22:20,025
Takes a while to close because it is saving like this and if we just
474
00:22:20,025 --> 00:22:22,525
go into materials, we just want to create a new material that will
475
00:22:22,525 --> 00:22:24,825
call decal on the scope master.
476
00:22:25,825 --> 00:22:29,525
And I will go over this very quickly because most of it is just the
477
00:22:29,525 --> 00:22:30,925
same thing over and over again.
478
00:22:31,325 --> 00:22:36,725
You want to get started by just importing your textures over here like
479
00:22:36,725 --> 00:22:37,025
this.
480
00:22:38,625 --> 00:22:39,425
It's totally fine.
481
00:22:41,325 --> 00:22:41,625
All right.
482
00:22:41,625 --> 00:22:42,225
Here we go.
483
00:22:42,725 --> 00:22:45,225
Now what I want to do is I just want to go ahead and do a very quick
484
00:22:45,225 --> 00:22:51,125
constant tree Factor converts to parameter called this color overlay.
485
00:22:52,225 --> 00:22:53,425
Don't forget to make it white.
486
00:22:56,325 --> 00:22:59,325
Multiply it with our base color.
487
00:22:59,325 --> 00:23:02,225
So that will control the color and towed it into a base color.
488
00:23:03,125 --> 00:23:03,525
Next.
489
00:23:03,525 --> 00:23:06,825
What I want to do is I just want to go ahead and I want to click on my
490
00:23:06,825 --> 00:23:09,225
decoy master and to turn this into a decal.
491
00:23:09,225 --> 00:23:13,825
We want to set the material domain to the third decal, the blending
492
00:23:13,825 --> 00:23:19,125
mode to be masked and the black decal blend mode to be D, buffer,
493
00:23:19,125 --> 00:23:22,925
translucent color normal roughness over here.
494
00:23:24,725 --> 00:23:28,225
Oh, so you need to set this for master translucent, which allows us to
495
00:23:28,225 --> 00:23:33,925
Art in a norm map, a opacity map, which is a mask and also a roughness
496
00:23:33,925 --> 00:23:34,325
map.
497
00:23:34,825 --> 00:23:39,425
And then, if you want, you can also convert this to parameter base
498
00:23:39,425 --> 00:23:39,925
color.
499
00:23:41,925 --> 00:23:42,925
Mask.
500
00:23:45,425 --> 00:23:46,225
Normal.
501
00:23:49,825 --> 00:23:52,625
Half - just like that, super easy.
502
00:23:53,625 --> 00:23:53,825
Easy.
503
00:23:53,825 --> 00:23:54,325
Does it.
504
00:23:55,225 --> 00:23:55,525
Now?
505
00:23:55,525 --> 00:23:56,825
All we need to do is just go in here.
506
00:23:56,825 --> 00:23:58,025
Decal Master, right?
507
00:23:58,025 --> 00:24:02,225
Click convert to material instance and just call this IV roots on a
508
00:24:02,225 --> 00:24:02,425
score.
509
00:24:02,425 --> 00:24:03,025
0 1.
510
00:24:03,325 --> 00:24:07,825
And now, the nice thing inside of in real is that the material?
511
00:24:07,825 --> 00:24:11,825
Because it is set to the third Eagle, it will detect to it to be a
512
00:24:11,825 --> 00:24:12,125
decal.
513
00:24:12,125 --> 00:24:15,525
So you can literally just drag it in and you can see right away that
514
00:24:15,525 --> 00:24:19,025
if you wrote it, let's do like a proper snap.
515
00:24:20,125 --> 00:24:22,525
Like this and maybe like scale it flat.
516
00:24:22,525 --> 00:24:26,125
If you scale is flat, you will have less like leftover Pieces.
517
00:24:26,125 --> 00:24:28,325
Just make sure that you don't scale it into the -.
518
00:24:28,825 --> 00:24:32,125
But now, if I move this up, you can see that now, we have our Roots
519
00:24:32,325 --> 00:24:32,925
over here.
520
00:24:33,825 --> 00:24:36,625
Yeah, you can basically go ahead and you can scale this.
521
00:24:36,625 --> 00:24:39,725
However you want, or what you can do is you can, of course, do some
522
00:24:39,725 --> 00:24:40,425
balancing.
523
00:24:40,825 --> 00:24:43,825
So if I see this, for example, what I would want to do,
524
00:24:44,925 --> 00:24:48,825
Is I would go ahead and I would make my colors like a little bit.
525
00:24:49,925 --> 00:24:51,225
Dhaka over here.
526
00:24:52,225 --> 00:24:55,525
And now this is also the first time I'm seeing it on a plane.
527
00:24:55,825 --> 00:24:58,125
And I would say that I probably want to make everything like a little
528
00:24:58,125 --> 00:24:58,825
bit thinner.
529
00:24:59,325 --> 00:25:02,425
So what I will do is I will make it a bit thinner, but I will not go
530
00:25:02,425 --> 00:25:03,925
over the entire process again.
531
00:25:03,925 --> 00:25:05,625
So, I will just in the next chapter.
532
00:25:05,625 --> 00:25:09,225
We will just be done with this because it's like an extra.
533
00:25:09,425 --> 00:25:14,225
So, what I'm going to do is I'm going to set my skin over here, the
534
00:25:14,225 --> 00:25:16,725
parents a little bit thinner and that will automatically also make the
535
00:25:16,725 --> 00:25:17,725
other branches dinner.
536
00:25:18,225 --> 00:25:19,025
So if we just have a look,
537
00:25:19,125 --> 00:25:21,725
Look, so we want to make it thinner and is there anything else that we
538
00:25:21,725 --> 00:25:22,325
want to do?
539
00:25:23,725 --> 00:25:26,425
I don't think so because it is not meant to be something that you
540
00:25:26,425 --> 00:25:29,025
really like see from a very large distance.
541
00:25:29,025 --> 00:25:30,625
So that is totally fine.
542
00:25:30,725 --> 00:25:33,925
And also the great thing about this stuff is what you can do.
543
00:25:34,525 --> 00:25:39,225
You can simply throw it up, turn it upside down to 180.
544
00:25:39,725 --> 00:25:44,125
And then, if you for example, throw it in here and you click on your
545
00:25:44,125 --> 00:25:46,625
IV, so let's just select all of our IV over here.
546
00:25:48,925 --> 00:25:52,025
Like this, what you can do is you can turn off the receive decals.
547
00:25:53,625 --> 00:25:59,325
And now it will look like you have roots that are coming out on top of
548
00:25:59,325 --> 00:25:59,925
everything else.
549
00:26:00,025 --> 00:26:04,625
See so that will out like an extra bit of realism to your IV to have
550
00:26:04,625 --> 00:26:05,525
like The Hoots like this.
551
00:26:05,825 --> 00:26:09,225
And the nice thing about decals is also that they because it is
552
00:26:09,225 --> 00:26:11,625
projected they work on longer shapes.
553
00:26:11,625 --> 00:26:13,525
So I am able to, for example, over here.
554
00:26:15,725 --> 00:26:19,325
Maybe I do not want to like scale down but you are able to basically
555
00:26:19,325 --> 00:26:20,425
place your roots in here.
556
00:26:21,025 --> 00:26:24,625
And because they work on longer shapes you get like some Dead IV like
557
00:26:24,625 --> 00:26:28,125
that and it will just properly project just like that.
558
00:26:28,825 --> 00:26:30,525
So yeah, that's pretty cool.
559
00:26:30,625 --> 00:26:31,125
Pretty cool.
560
00:26:31,425 --> 00:26:35,325
So, this done what I will do is I will just go through the process of
561
00:26:35,325 --> 00:26:37,125
just exporting this energy baking this.
562
00:26:37,425 --> 00:26:41,125
And in the next chapter, that's going to be the cast chapters.
563
00:26:41,225 --> 00:26:45,125
So we are going to make small cars faded, cars long grass.
564
00:26:45,125 --> 00:26:45,225
What?
565
00:26:45,325 --> 00:26:47,825
The glass grass and cars with get AIDS.
566
00:26:47,925 --> 00:26:49,825
So that's going to be quite a bit of work.
567
00:26:50,025 --> 00:26:53,525
But once we got the basics done, it will be very easy.
568
00:26:53,925 --> 00:26:55,925
So let's go ahead and continue with this in the next.43665
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