All language subtitles for 11-Creating our ivy roots decal

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French Download
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,625 --> 00:00:01,125 Okay. 2 00:00:01,125 --> 00:00:04,725 So now that we have our main IV done, what we're going to do is we are 3 00:00:04,725 --> 00:00:08,025 going to go ahead and take a slight detour in a slightly different 4 00:00:08,025 --> 00:00:08,725 topic. 5 00:00:08,725 --> 00:00:11,925 So you can kind of see this as like a bonus chapter and that's that I 6 00:00:11,925 --> 00:00:15,125 want to show you how to create some IV Roots specifically. 7 00:00:15,125 --> 00:00:18,725 So without leaves and should like a decal because these often go 8 00:00:18,725 --> 00:00:20,725 hand-in-hand with these kind of measures. 9 00:00:21,225 --> 00:00:24,625 Now, this actually quite simple so we are going to go for some roots 10 00:00:24,625 --> 00:00:28,625 that are let's say that we will have them like growing upwards because 11 00:00:28,625 --> 00:00:29,925 then I can meet the also. 12 00:00:30,025 --> 00:00:33,625 Show you how to create IV that goes in the opposite direction. 13 00:00:33,625 --> 00:00:35,325 Basically, so that is not hanging. 14 00:00:36,525 --> 00:00:36,825 Now. 15 00:00:36,825 --> 00:00:38,725 We have our IV, generic 01. 16 00:00:39,025 --> 00:00:42,625 I'm just going to do a save as and just call this IV on a score. 17 00:00:43,125 --> 00:00:45,725 Roots on the score decal on the scores. 18 00:00:45,725 --> 00:00:47,725 Another one in case you ever want to keep more. 19 00:00:48,125 --> 00:00:48,725 Here we go. 20 00:00:49,225 --> 00:00:50,125 Okay, perfect. 21 00:00:50,125 --> 00:00:58,525 So with this, we do not need a mesh and we do not need leaves in our 22 00:00:58,525 --> 00:00:59,425 spline over. 23 00:00:59,425 --> 00:00:59,625 Here. 24 00:00:59,625 --> 00:00:59,825 We are. 25 00:01:00,025 --> 00:01:04,325 Going to go ahead and go to our skin and set this back to polygons 26 00:01:04,325 --> 00:01:08,325 over here so that they become actual bunches like this. 27 00:01:09,225 --> 00:01:09,625 Yeah. 28 00:01:10,425 --> 00:01:13,725 The only thing is that they do now have value as to. 29 00:01:13,725 --> 00:01:16,225 So they have like the wood material, so we would need to, like, 30 00:01:16,225 --> 00:01:17,325 replace it later on. 31 00:01:17,825 --> 00:01:19,525 So let's unhide. 32 00:01:19,625 --> 00:01:20,325 My trunk. 33 00:01:21,025 --> 00:01:25,325 Let's also go into forces and showcase our Cube Collision over here. 34 00:01:26,325 --> 00:01:29,725 And let's just quickly hide because if you do not hide it, 35 00:01:29,925 --> 00:01:33,125 it's really slow and that's basically just grab our trunk and let's do 36 00:01:33,125 --> 00:01:35,225 a 180 in a rotation. 37 00:01:38,025 --> 00:01:40,325 Although we probably don't even need to do 180. 38 00:01:40,325 --> 00:01:42,825 We can also just change our hoods. 39 00:01:42,825 --> 00:01:45,625 But let's just go ahead and have this a lot like the bottom over here. 40 00:01:48,225 --> 00:01:51,325 Like this and then we unhide this one's. 41 00:01:52,125 --> 00:01:55,725 And now what we are going to do is we are just going to go ahead and 42 00:01:56,425 --> 00:01:57,525 moving this up. 43 00:01:58,725 --> 00:02:02,325 I think we just want to I don't think the rotation is actually going 44 00:02:02,325 --> 00:02:02,825 to work. 45 00:02:02,825 --> 00:02:05,925 I think we need to like what I mean is I don't think we can just 46 00:02:05,925 --> 00:02:10,725 rotate the see we cannot just rotate this piece so we can like me to 47 00:02:10,725 --> 00:02:13,025 do the rotation for these pieces customly. 48 00:02:13,225 --> 00:02:15,525 So let's just move this over here and I'll show you. 49 00:02:15,725 --> 00:02:17,925 Well, actually I don't need to really show you. 50 00:02:17,925 --> 00:02:18,625 It's very easy. 51 00:02:18,625 --> 00:02:21,325 We are just going to go ahead and set probably the stock tangle. 52 00:02:21,825 --> 00:02:22,825 I think that's easiest one. 53 00:02:22,825 --> 00:02:27,225 So over here we have our starts know, this one also know. 54 00:02:28,525 --> 00:02:30,825 So, I guess this is going to be a lot more. 55 00:02:33,625 --> 00:02:35,825 Awkward than I thought. 56 00:02:35,925 --> 00:02:38,525 Let's go ahead and let's do this a little bit different. 57 00:02:38,525 --> 00:02:42,125 So what we can, of course do is we can just go ahead and like here, 58 00:02:42,725 --> 00:02:46,025 click on this little Dot and just delete it, and then just delete 59 00:02:46,025 --> 00:02:46,925 these branches. 60 00:02:48,625 --> 00:02:49,625 Yes, I will always. 61 00:02:49,625 --> 00:02:53,525 Yes, okay, and then, just re art them to out like, some new branches 62 00:02:53,525 --> 00:02:57,525 over here, and then just going to your generation and just quickly set 63 00:02:57,525 --> 00:03:01,525 the mode to proportional, probably, so that we are just creating like 64 00:03:01,525 --> 00:03:02,425 a few new ones. 65 00:03:02,725 --> 00:03:03,225 So, for this, 66 00:03:03,425 --> 00:03:06,325 Once we are actually going to go for like way more punches because 67 00:03:06,325 --> 00:03:10,925 that's what I want for this specific decal because we want to go for. 68 00:03:12,125 --> 00:03:12,825 Where are you? 69 00:03:13,925 --> 00:03:14,125 Here? 70 00:03:14,125 --> 00:03:14,425 You are. 71 00:03:14,925 --> 00:03:18,125 We want to go ahead and we want to get something that's similar to 72 00:03:18,125 --> 00:03:19,625 what you can see like behind here. 73 00:03:19,925 --> 00:03:23,225 So, just like really a lot of stuff, all winkley, and all that kind of 74 00:03:23,225 --> 00:03:23,525 stuff. 75 00:03:23,525 --> 00:03:25,525 So, let's see if we get something close to that. 76 00:03:26,525 --> 00:03:28,725 It will not look exactly the same, but it should be fine. 77 00:03:29,025 --> 00:03:33,225 So, let's just go ahead and have like a bunch over here of roots. 78 00:03:33,325 --> 00:03:34,425 It's that's it. 79 00:03:34,425 --> 00:03:41,325 Our first down to zero and our last down to one next. 80 00:03:41,325 --> 00:03:45,425 What we want to do is we want to go ahead and we want to set our, 81 00:03:45,825 --> 00:03:47,825 let's go to our spline. 82 00:03:48,225 --> 00:03:49,425 Let's set our length. 83 00:03:50,925 --> 00:03:52,925 And that's just randomly do something like this. 84 00:03:52,925 --> 00:03:56,225 That the length basically becomes a little bit of random over here. 85 00:03:56,925 --> 00:03:57,325 Next. 86 00:03:57,325 --> 00:04:00,525 We want to go out and want to set the orientation. 87 00:04:01,825 --> 00:04:04,025 I think, one set the rotation little bit higher. 88 00:04:04,525 --> 00:04:04,725 Yeah. 89 00:04:04,725 --> 00:04:05,325 For the rolling. 90 00:04:05,325 --> 00:04:08,025 It doesn't really matter because we have them on all sides. 91 00:04:08,425 --> 00:04:11,625 You can try and do like alignment, but that often also does not really 92 00:04:12,125 --> 00:04:13,025 do much. 93 00:04:13,125 --> 00:04:17,825 Anyway, let's go ahead and let's go in our shape. 94 00:04:19,825 --> 00:04:20,425 No, not shape. 95 00:04:20,425 --> 00:04:21,025 Segments. 96 00:04:21,725 --> 00:04:22,125 Where are you? 97 00:04:22,125 --> 00:04:23,125 Okay, I cannot find you. 98 00:04:26,425 --> 00:04:30,625 I'm looking of course, for the thickness but so that's the length. 99 00:04:31,325 --> 00:04:32,625 So where is my thicknesses? 100 00:04:32,925 --> 00:04:34,325 I thought it was always a shape. 101 00:04:34,925 --> 00:04:36,125 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 00:04:40,325 --> 00:04:42,625 So the segments is basically your actual geometry. 104 00:04:42,625 --> 00:04:45,425 So even though it says Hades in segments, that's not the one that you 105 00:04:45,425 --> 00:04:45,925 want. 106 00:04:46,225 --> 00:04:47,225 So we have a linked. 107 00:04:48,625 --> 00:04:51,525 Orientation shape. 108 00:04:53,625 --> 00:04:55,025 Or am I so blind? 109 00:04:55,025 --> 00:04:56,025 I must be 0. 110 00:04:56,025 --> 00:04:56,425 Here we go. 111 00:04:56,425 --> 00:04:56,925 Skin. 112 00:04:59,025 --> 00:04:59,525 Okay. 113 00:04:59,525 --> 00:05:02,125 Wow, I don't, I don't know how I messed it up. 114 00:05:02,225 --> 00:05:05,925 Anyway, I'm going to make them a lot to not like this, and now we are 115 00:05:05,925 --> 00:05:08,925 really just going to have some like forcing them on here. 116 00:05:08,925 --> 00:05:10,625 So let's get started by. 117 00:05:10,625 --> 00:05:11,625 Yes, making them a lot. 118 00:05:11,625 --> 00:05:13,625 Did know, something around 0.2. 119 00:05:14,825 --> 00:05:16,725 And then what I'm going to do is I'm just going to go ahead and 120 00:05:16,725 --> 00:05:19,925 publish set my length, my general length to be a little bit bigger. 121 00:05:20,725 --> 00:05:23,325 And now if we go into our forces, we are basically going to 122 00:05:23,425 --> 00:05:24,325 Do a few things. 123 00:05:24,625 --> 00:05:27,025 So first of all, we want to have two planar. 124 00:05:29,125 --> 00:05:30,225 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 00:05:33,325 --> 00:05:35,125 set this like really high to like 50. 127 00:05:35,325 --> 00:05:38,125 So we are really like pushing this out over here to the planar. 128 00:05:38,625 --> 00:05:43,425 I'm going to set my start angle even stronger over here. 129 00:05:43,425 --> 00:05:44,025 There we go. 130 00:05:44,325 --> 00:05:45,225 So we got that one. 131 00:05:46,525 --> 00:05:47,125 Now. 132 00:05:47,325 --> 00:05:51,125 We don't need the direction for this but I just want to see if it will 133 00:05:51,125 --> 00:05:53,525 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 00:05:56,825 --> 00:05:58,525 can have even more branches. 136 00:05:58,525 --> 00:05:58,625 That 137 00:05:58,725 --> 00:05:59,525 To the magnet. 138 00:06:00,025 --> 00:06:04,325 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 00:06:11,625 --> 00:06:13,225 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 00:06:20,525 --> 00:06:21,525 It can just be straight. 145 00:06:21,525 --> 00:06:23,725 Honestly, we don't even need this Cube here. 146 00:06:23,725 --> 00:06:27,725 It can just be straight, but it does not exactly do what I want. 147 00:06:27,725 --> 00:06:31,725 So, instead of a magnet, where are you instead of magnets? 148 00:06:31,725 --> 00:06:35,725 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 00:06:42,025 --> 00:06:42,325 Oh, no. 152 00:06:42,325 --> 00:06:42,525 Sorry. 153 00:06:42,525 --> 00:06:43,625 That's the wrong angle. 154 00:06:43,625 --> 00:06:47,025 We need to go on the sea. 155 00:06:50,025 --> 00:06:50,425 Willy. 156 00:06:50,425 --> 00:06:51,525 None of the angles work. 157 00:06:51,525 --> 00:06:51,725 Then. 158 00:06:51,725 --> 00:06:52,925 I just need to do it manually. 159 00:06:53,025 --> 00:06:54,425 Then I'm just gonna do it like this. 160 00:06:55,825 --> 00:06:56,125 Oh, yeah. 161 00:06:56,125 --> 00:06:57,725 Here 18, minus 1. 162 00:06:58,025 --> 00:06:58,425 Okay. 163 00:06:58,425 --> 00:07:00,025 So we had to go into the minus 1. 164 00:07:00,425 --> 00:07:01,725 Anyway, so we had now, have this. 165 00:07:01,725 --> 00:07:05,025 So, if we now go to our force and try Direction, what if we set a 166 00:07:05,025 --> 00:07:08,025 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 00:07:12,625 --> 00:07:15,925 Don't worry, that they are so sticking so far out because we are going 169 00:07:15,925 --> 00:07:18,225 to basically bake it onto a flat plane. 170 00:07:18,625 --> 00:07:21,525 So that's why I'm not too worried about the amounts. 171 00:07:21,825 --> 00:07:25,025 So I'm going to, first of all, set my number down a little bit. 172 00:07:28,525 --> 00:07:31,225 Over here so that they've been because these are just going to be like 173 00:07:31,225 --> 00:07:32,725 the large punches over here. 174 00:07:34,025 --> 00:07:35,825 Then I'm going to set my scaling. 175 00:07:36,725 --> 00:07:39,325 I'm going to give my scaling let's setup Point here. 176 00:07:39,825 --> 00:07:45,125 So double click and make these smaller and I'll set the point here and 177 00:07:45,125 --> 00:07:48,825 make these small over here is that they are really like focusing into 178 00:07:48,825 --> 00:07:53,425 like the center like that for the rest jumbled. 179 00:07:53,425 --> 00:07:57,925 Basically just allows us to do like a little bit of random variation. 180 00:07:57,925 --> 00:07:58,125 Some 181 00:07:58,325 --> 00:08:05,325 Like this, we that's really far out forces planar. 182 00:08:05,725 --> 00:08:05,925 Yeah. 183 00:08:05,925 --> 00:08:06,325 We are. 184 00:08:06,325 --> 00:08:07,825 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 00:08:13,525 --> 00:08:14,725 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 00:08:18,225 --> 00:08:20,025 So, as you can see, this is what we have right now. 190 00:08:20,725 --> 00:08:22,025 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 00:08:25,525 --> 00:08:26,025 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 00:08:32,325 --> 00:08:34,125 like moving it, upwards like this. 196 00:08:35,525 --> 00:08:37,125 And then what we're going to is 197 00:08:38,225 --> 00:08:41,525 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 00:09:04,025 --> 00:09:07,325 From basically, this position there is a way to 207 00:09:07,425 --> 00:09:08,825 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 00:09:48,725 --> 00:09:49,725 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 00:09:52,525 --> 00:09:53,125 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 00:10:11,225 --> 00:10:11,725 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 00:10:27,825 --> 00:10:28,525 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. 258 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 272 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 274 00:12:20,925 --> 00:12:24,725 good and that gives us a very solid concept of what I'm trying to tell 275 00:12:24,725 --> 00:12:25,025 you. 276 00:12:25,325 --> 00:12:29,925 So, now that we have the stuff, we can hide this, we can also hide the 277 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 279 00:12:37,525 --> 00:12:38,225 that is 280 00:12:38,325 --> 00:12:39,425 Instead of hanging down. 281 00:12:39,725 --> 00:12:41,825 What you would do is you would just make sure that these punches you 282 00:12:41,825 --> 00:12:45,625 would be like, Place less of them, so that you said that you do the 283 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. 287 00:12:55,125 --> 00:12:59,125 We can go ahead and we can export this to game and we are going to 288 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. 294 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. 299 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. 306 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

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.