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Okay, so as you can see, I made the hoods quite a bit thinner over
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here.
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So, now that this is done.
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Now, what we're going to do is we are going to get started with our
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glass, and let's get started with like an easy one.
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So, we have over here.
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If we go to Texas, Ms.
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Forgot.
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Which one it was Miriam.
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No.
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Hay grass.
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Yeah, here he goes.
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That was the one.
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So, let's do this one because these are like, clumps of gas and the
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clumps, although they do not always look as high quality.
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They are easier to make compared to like the very thin pieces.
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So what we can do is if we go in Speed 3, because once again, this is
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an easy for this tutorial and speeds, he makes everything very easy.
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So let's create a new file and we can just makes a nice blank file.
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Although you can see over here.
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You have like a glass file so you can kind of already see how it
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works.
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This one is new.
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That's pretty cool.
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They have like some new files in here.
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So let's go for blank over here.
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And what we are going to do is first of all, let's go ahead and set up
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our materials again.
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So we have three of the rhaegar's materials.
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So let's just go ahead and do that and call this cars on score 01.
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Grass on this co co 2 so that we still get like a nice amount of
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variation grass on the score.
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03.
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Okay, that is all done in 01.
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I'm going to grab my Albedo and normal and on a by C and I don't
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really care about the rest.
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For now, turn on two-sided.
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Go to number two.
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Give me S to navigate to it.
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Cola opacity normal because we I'm just making this very quickly
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inside of Speed 3.
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So I'm don't need to have like translucency and often isn't everything
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and number three.
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Oops.
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That's the wrong one.
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Number three needs to be this one, color, normal, and opacity.
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Perfect.
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Now you might have guessed what we're going to do next.
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Same thing as with the ivy
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Go to your cutout meshes.
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And on the first one, simply press edit.
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And this is how these ones look over here.
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So, yeah, pretty basic.
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Now.
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What we're going to do is these do needs definitely a little bit more
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geometry.
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So I'm going to get started by just adding my
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You'll just having like a nice Square plane.
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And also don't forget to add like your pivot point and then in
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tessellation, I'm going to give it probably like to tessellations over
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here because we need to do a lot of bending.
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If we want to make this look fairly realistic and then just apply them
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and that's pretty much all you need to do.
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So we have this one, we can go ahead and art.
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And then the next one we can go in here and the next one adult.
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We do need to do like a little bit more.
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Moving around.
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Like this.
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And then over here, what we need to do is we need to go ahead and we
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need to set the angle a little bit and then once again give it like a
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bit more tessellation.
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Okay, it's trying to some reason still giving me like an extra Edge
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over here, which is a bit annoying.
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The mean.
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Let's try this.
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Oh, no, it's getting rid of that one.
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The me to do that.
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Yeah, there we go.
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Let's try something like this and let's apply.
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And we need two more.
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If we are going to use so many materials, we can just smell use all of
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them.
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And not try to do the things a bit quicker by, like, not using all of
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them.
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So, we have this one over here and hopefully, we did with all of these
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pieces.
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The variation will be enough.
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That it does not look very basic because technically, the technique
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that we are using, it is a very old technique.
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I'm talking, like techniques that are already being used in games for
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I know what seven years.
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Ten years.
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I honestly, I don't know how long, but there's something that you can
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see Willie, like the classic games even in like assess great one and
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everything.
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You can see it.
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So, how that time frame.
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Oh, no, wait, even a god, Theft Auto San Andreas, you can see it.
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So this like the old-school methods, although, we are still making
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them a little bit higher.
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Poli.
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Of course, then they would be in like the very, very old games.
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But yeah, so,
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And I don't know why.
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Yeah, I say very, very old games.
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But that makes me really sound like a man Millennial because I'm from
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the PS2 era.
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Maybe just the PS1 era.
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So,
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I can understand that there are a lot of people that have like what do
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you call like the NES or something like that?
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And I just don't know anything about those type of consoles.
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So just need to give it some tessellation.
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Perfect.
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That's one is done on to the next one.
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And the next one, just has like one big one and it is oh, hey looks
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like that sits out at the text is already sort of like the direction.
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So that is pretty good.
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Only the angle needs to be a little bit up and let's give it like a
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bunch of desolation over here.
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So let's apply this one.
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I'm not sure how many, how many times you were going to use this one?
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But the nice thing is that you can control how often you want to use
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one specific material.
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And finally, we are just going to go ahead and grab this one.
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Just get rid of this line.
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I don't need it.
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Sometimes I miss click.
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So that is also new in speech.
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We nine it is that it is trying to automatically already like set your
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masking over here and set your angle.
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However, looks like that.
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It is not always good.
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Maybe if you have like a single leaf, it it will be pretty good.
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But for this one, it's not yet.
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Good enough for us to use so we can just go ahead and do this.
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And then finally, the last one.
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We can go ahead and we can set that over here.
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Just going to give it like an extra segment.
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You can see me sometimes, like get it like cutting off very small
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pieces, just to make everything fit a bit better.
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That's in the not that much of a problem.
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Like you will never be able to see that.
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Over here and don't forget, like, later on.
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We will also have an optimization chapter where I will do like a bunch
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of optimizations.
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But anyway, so perfect.
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So this is now done.
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Now the way that this is going to work inside a speed trees, very
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easy.
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So what I like to do is, if you want, you can add a Zone over here and
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this is basically like a circle in which we will have all of our gas
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or honestly nowadays.
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So this used to be the way I think nowadays we can even just leave it.
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So we basically just want to go ahead and
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Tweet away at a leaf.
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Because if you aren't a leaf after the tree, it will basically here.
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Can I zoom in?
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There we go.
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Let's go that they did this.
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So basically what we can do with this is we can just add a bunch of
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leaves and then take it from there.
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So here you can set like your number.
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Now, the numbers, they will always like go around like this and if you
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have a Zone it would basically contain it.
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But nowadays, you can just go ahead and do this to do like the last
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and the first.
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So what we're going to do.
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This is first of all, let's see.
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Set this to probably like proportional and then you can like art quite
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a bit of them.
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Then.
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What I'm going to do is I'm going to get started by already starting.
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My first cars over here and having my first cars.
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We looks like that.
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We need to rotate this to d.c.
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Orientation.
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Up.
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No, not up.
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Right.
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No out.
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Okay out needs to be to 0.5.
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So now it is rotated like this.
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Next.
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What I'm going to do is I'm just going to go ahead and in my
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generation.
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I'm just going to already set my scale a little bit higher and now we
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basically just want to give the bunch of variation and then we are
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going to Art like more Leaf types.
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So we got this stuff.
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Now we can of course decide to like the number but let's get started
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with like one that is not too dense.
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And then your first you want to keep quite close and then your last
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also like
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Too far away and just kind of like play around with it and decide how
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wide you want this grass patch to be.
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So I want to have it something like this.
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Now.
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Don't worry.
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It will look very bad until the very end.
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So we got something like this.
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That's fine.
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Next.
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What you can do is you can also go over here and go for a sink and
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what the sink will do is it will sink it below the ground which for
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this type of grass, might be good because the grass kind like it has
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some Roots so you kind of like want to have it.
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Sunken into the count a little bit.
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So we have that one rotation doesn't really matter so we can do like
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some what is it?
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Sweeping is probably like something that gave us gives us our
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variation, jumbled.
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Also it would give a like some random variation and if we now go to
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our skin over here, so here we have our leaves.
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Now, what you can do is we can already add this one.
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So let's ask for and do gasps.
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1 cos 0 1 cross 1 cross, 01 cut.
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To and just out all four of them to get started with and then we will
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add more later on.
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But first, I want to just play around with this.
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So we now got our glass and then if you go down here, you have your
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folding.
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And this is like the big one.
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So we have a folding.
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We have a curling over here and we have our random twisting.
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So this can give us like quite a bit of variation.
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Then we also have vertex variation over here, which is also quite
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nice.
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You can play around with the noise to make it smaller or stronger.
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And then we do have some scaling.
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Now for the scaling.
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What you can do is if you have your wide scale over here, you can
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actually click on the graph and if you then randomly, give it some
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scale.
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So I'm going to give it some.
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Let's keep the scale quite large at like the center because it goes
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from the center to the outside.
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Scale it down a little bit but then in between I do like the sometimes
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just go in here and just give it like some random variation like this
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which will basically randomizer scale it.
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It's that's like a nice work around to just do some quick proper
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scaling.
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Orientation.
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So we have a folding over here.
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That's fine.
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Our a line is can be quite nice to give it like a little bit of an
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outward.
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So line, so that when we push this a little bit further in, it will
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show that is it?
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That it is basically pushed in.
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So here you can see like the orientation.
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It has a gun out the form, but basically if we go to generate and set
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our last be like a little bit smaller and a first
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Yeah, we can basically just make this like a small glass patchy.
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Now, you can see here.
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Now.
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It's starting to look a little bit better.
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Let's go into our Skin Art.
259
00:10:49,225 --> 00:10:51,325
Another one that is going to be grass, too.
260
00:10:52,625 --> 00:10:53,825
Cause to cut out.
261
00:10:57,025 --> 00:10:59,025
And that's one is a little bit more sunken.
262
00:10:59,125 --> 00:11:00,125
Let's set a way here.
263
00:11:00,125 --> 00:11:01,125
You can see like the weight.
264
00:11:01,125 --> 00:11:03,825
So let's set the weight down a little bit and the weight is basically
265
00:11:03,825 --> 00:11:05,725
how often it is being used.
266
00:11:05,925 --> 00:11:09,425
And then we want to have two more so we can go down here and we can go
267
00:11:09,425 --> 00:11:10,325
gasps tree.
268
00:11:11,925 --> 00:11:16,525
And again, Grass Tree in and second mesh over here and what we can do
269
00:11:16,525 --> 00:11:20,325
with this one's is who these are a lot bigger actually.
270
00:11:21,325 --> 00:11:21,825
Mmm.
271
00:11:22,125 --> 00:11:25,625
You cannot value can of course, scale the individual sizes, but that
272
00:11:25,625 --> 00:11:26,925
you would need to do it by hand.
273
00:11:27,125 --> 00:11:30,525
So I'm just going to leave this for now and I'm going to actually add
274
00:11:30,525 --> 00:11:32,125
those later on when we have these ones.
275
00:11:32,125 --> 00:11:36,325
That's where I'm going to probably add them as like a little extra
276
00:11:36,325 --> 00:11:37,325
around the edges.
277
00:11:37,825 --> 00:11:39,725
But for now, see, this is looking pretty good.
278
00:11:40,425 --> 00:11:41,325
We have over here.
279
00:11:41,325 --> 00:11:41,625
This is
280
00:11:42,425 --> 00:11:47,125
Cassio to she'll give us like some more stronger B.
281
00:11:50,025 --> 00:11:53,025
I want to have these bits mostly on the inside.
282
00:11:53,025 --> 00:11:57,025
So let's just go ahead and set like a point here and move this down so
283
00:11:57,025 --> 00:12:00,625
that it never really generates these large bits on the outside.
284
00:12:01,725 --> 00:12:03,025
So we got that one done.
285
00:12:03,025 --> 00:12:03,725
Also.
286
00:12:05,725 --> 00:12:09,725
The size over here is just like, oh God sighs, but that's looking
287
00:12:09,725 --> 00:12:10,125
pretty good.
288
00:12:10,125 --> 00:12:11,725
Like form a distance.
289
00:12:11,725 --> 00:12:12,825
You cannot really see that.
290
00:12:12,825 --> 00:12:16,325
These are just like planes over here because we have them all rotated
291
00:12:16,325 --> 00:12:17,525
nicely and stuff like that.
292
00:12:18,125 --> 00:12:19,325
So that is pretty nice.
293
00:12:19,925 --> 00:12:23,425
Orientation has said before, like, you can set your a line or so.
294
00:12:23,425 --> 00:12:23,625
I know.
295
00:12:23,625 --> 00:12:25,425
That's yeah, that's is my alignment.
296
00:12:25,425 --> 00:12:26,525
That's not what I meant.
297
00:12:27,825 --> 00:12:28,825
No, not face.
298
00:12:28,825 --> 00:12:29,825
I think it is like
299
00:12:32,225 --> 00:12:33,625
Lights up.
300
00:12:33,625 --> 00:12:34,225
No.
301
00:12:35,625 --> 00:12:36,925
Not a fool folding.
302
00:12:36,925 --> 00:12:37,925
Where are you in?
303
00:12:37,925 --> 00:12:39,525
Generators, just are rolling.
304
00:12:40,125 --> 00:12:44,625
Oh, yeah, I guess it is just all falling but you can play how to that
305
00:12:44,625 --> 00:12:46,425
if you like your rotations are not correct.
306
00:12:46,825 --> 00:12:50,525
And of course, what you can do is you can also go down here, you can
307
00:12:50,625 --> 00:12:51,625
change the generation.
308
00:12:51,625 --> 00:12:56,925
So if I just quickly first save my scene and I will call this do,
309
00:12:56,925 --> 00:13:02,325
let's do grass on the score basic on the score small and then we will
310
00:13:02,325 --> 00:13:05,225
also have got son score complicated or like advanced.
311
00:13:05,325 --> 00:13:07,625
Something like this.
312
00:13:08,125 --> 00:13:11,025
So, as I said before, you can go over here, you can randomize a
313
00:13:11,025 --> 00:13:11,525
generation.
314
00:13:11,525 --> 00:13:16,025
So you can very quickly generate like different cars, B over here
315
00:13:16,025 --> 00:13:17,925
until you get one that you like.
316
00:13:19,125 --> 00:13:21,925
And yeah, so that's pretty much it if you want to like generate some
317
00:13:21,925 --> 00:13:22,925
very quick cars.
318
00:13:23,325 --> 00:13:24,225
So that's pretty good.
319
00:13:24,225 --> 00:13:25,125
I quite like this one.
320
00:13:25,125 --> 00:13:29,525
Let's set the sink a little bit less intense over here.
321
00:13:30,025 --> 00:13:31,525
And let's actually see how this looks.
322
00:13:31,725 --> 00:13:34,625
So this one, it is turning out a little bit bigger than expected.
323
00:13:34,625 --> 00:13:38,925
So this would be not yet would be perfect for this kind of stuff.
324
00:13:39,325 --> 00:13:42,125
And then we will also have like some smaller grass that is just like
325
00:13:42,125 --> 00:13:43,625
going here.
326
00:13:43,625 --> 00:13:46,925
Like see, it's hard to see but there's like some really small glass.
327
00:13:47,325 --> 00:13:48,725
So this one is perfect for like the
328
00:13:48,925 --> 00:13:51,925
B, more watery cars or bit larger?
329
00:13:53,225 --> 00:13:54,625
Now exporting, this is the same.
330
00:13:54,625 --> 00:13:58,825
As always you, save it, you export it to game and you can just call
331
00:13:58,825 --> 00:14:04,525
this cars, basic small over here, and save it like this.
332
00:14:06,125 --> 00:14:06,425
Yes.
333
00:14:06,425 --> 00:14:07,825
It's all looking fine.
334
00:14:08,425 --> 00:14:09,425
Just going to press, ok.
335
00:14:11,325 --> 00:14:15,025
Now if we quickly go into Maya, can turn this one off.
336
00:14:15,825 --> 00:14:18,025
We just want to go file import.
337
00:14:19,925 --> 00:14:24,125
And I will clean this up at like, the very end, Cass basic small over
338
00:14:24,125 --> 00:14:24,525
here.
339
00:14:30,425 --> 00:14:33,525
And if we don't just go out and quickly set it then, like the correct
340
00:14:34,525 --> 00:14:36,925
location, what you can also do.
341
00:14:36,925 --> 00:14:41,225
Actually, if you want at this point, we can also like twice some stuff
342
00:14:41,225 --> 00:14:41,625
out.
343
00:14:41,825 --> 00:14:43,325
So I'll do for the IV.
344
00:14:43,325 --> 00:14:46,525
I did not really bother but just because we are now going to create
345
00:14:46,525 --> 00:14:47,925
like many variations.
346
00:14:48,425 --> 00:14:51,725
If we click on the cards, basic small, we can go up here and set the
347
00:14:51,725 --> 00:14:55,725
scale to, for example 10, which will make it like a lot smaller like
348
00:14:55,725 --> 00:14:57,425
that the flipping.
349
00:14:58,525 --> 00:15:02,525
Which still not work as far as I know, because I already tried them
350
00:15:02,525 --> 00:15:02,725
out.
351
00:15:02,725 --> 00:15:07,625
So, for some reason, flipping, the actual rotation of your geometry
352
00:15:07,625 --> 00:15:10,525
does not seem to work, but we can pass.
353
00:15:10,525 --> 00:15:10,925
Okay.
354
00:15:12,125 --> 00:15:13,925
And the scale should just work.
355
00:15:13,925 --> 00:15:20,325
So if we go in here and we import this we have our where are you Cass?
356
00:15:21,225 --> 00:15:23,325
Basic small here C.
357
00:15:23,325 --> 00:15:24,625
So now it is quite a bit smaller.
358
00:15:24,825 --> 00:15:28,725
And what we can do is we can just go ahead and give this a few twice.
359
00:15:28,725 --> 00:15:29,925
So that is number 10.
360
00:15:30,225 --> 00:15:31,825
So if we now try this once more.
361
00:15:33,025 --> 00:15:34,025
We can go.
362
00:15:35,725 --> 00:15:36,325
410.
363
00:15:37,125 --> 00:15:39,325
Let's do tree and press ok.
364
00:15:40,425 --> 00:15:42,225
Just to make it a little bit more manageable.
365
00:15:42,725 --> 00:15:47,825
So once you've done that go in here one last why Imports?
366
00:15:50,625 --> 00:15:51,825
You see three?
367
00:15:53,525 --> 00:15:54,425
We rotate it.
368
00:15:54,925 --> 00:15:57,625
And I guess that we want to set this to maybe like 0.5.
369
00:15:57,725 --> 00:16:03,225
So lot next time we will go for 1.5 or 0.3.
370
00:16:04,625 --> 00:16:05,725
1.5.
371
00:16:05,825 --> 00:16:06,725
Let's do one.
372
00:16:06,725 --> 00:16:07,825
Let's set this to 1.
373
00:16:10,225 --> 00:16:14,725
So did this might seem like I'm going back and forth a lot, but it's
374
00:16:14,725 --> 00:16:16,025
for its preparation.
375
00:16:16,125 --> 00:16:17,325
It's for later later.
376
00:16:17,325 --> 00:16:21,425
This becomes quite important, or at least it will just make your life
377
00:16:21,425 --> 00:16:21,725
easier.
378
00:16:21,725 --> 00:16:22,625
Let me say it like that.
379
00:16:23,125 --> 00:16:25,525
So just nicer, if we just quickly, do it in here.
380
00:16:28,025 --> 00:16:28,525
You'll see.
381
00:16:29,425 --> 00:16:30,825
Okay, so that's when it's done.
382
00:16:31,025 --> 00:16:32,825
So we just give the quick rotation.
383
00:16:35,525 --> 00:16:39,125
We quickly go ahead and we ungroup this.
384
00:16:40,125 --> 00:16:43,025
I should really Arty uncooked to my custom shelf actually.
385
00:16:44,025 --> 00:16:44,525
Here we go.
386
00:16:44,525 --> 00:16:46,025
So that this up in my shelf.
387
00:16:46,625 --> 00:16:49,525
And now that we have done this one, we can just go ahead and assign a
388
00:16:49,525 --> 00:16:50,025
layer.
389
00:16:53,525 --> 00:16:56,225
Like this and then we can export it to Unreal.
390
00:16:57,525 --> 00:17:02,525
So to and wheel guards on the scope basic underscore small.
391
00:17:03,925 --> 00:17:08,025
And Export and then we can just preview it inside of an wheel.
392
00:17:08,325 --> 00:17:10,625
And then in the next chapter, we will just create like a few
393
00:17:10,625 --> 00:17:12,125
variations of it.
394
00:17:12,325 --> 00:17:14,725
Also create like the more complicated one and stuff like that.
395
00:17:15,125 --> 00:17:18,625
But for now for this one we can also use the same material.
396
00:17:18,625 --> 00:17:20,825
So all we need to do is infectious.
397
00:17:22,225 --> 00:17:22,525
Kate.
398
00:17:22,525 --> 00:17:23,925
It's actually at work all day.
399
00:17:23,925 --> 00:17:25,225
I'm score glass.
400
00:17:28,425 --> 00:17:29,325
01.
401
00:17:31,525 --> 00:17:34,825
02 and 03 because we have different textures for this.
402
00:17:36,825 --> 00:17:37,825
In number 01.
403
00:17:37,825 --> 00:17:39,625
We want to grab our
404
00:17:44,425 --> 00:17:47,025
We don't need the roughness so we can save some space with that.
405
00:17:47,025 --> 00:17:48,025
So let's just grab this.
406
00:17:49,225 --> 00:17:49,825
01.
407
00:17:55,125 --> 00:17:55,725
02.
408
00:18:01,825 --> 00:18:03,525
Ciao, three quickly.
409
00:18:03,525 --> 00:18:07,325
Double check my no map to make sure that it is correct, which it is.
410
00:18:07,325 --> 00:18:07,925
Okay.
411
00:18:08,425 --> 00:18:11,725
And now if we just go in here in a materials, we can grab our IV.
412
00:18:11,725 --> 00:18:12,125
Generic?
413
00:18:12,125 --> 00:18:12,825
01.
414
00:18:13,325 --> 00:18:17,925
Duplicate it and just call this array class underscore 01.
415
00:18:19,425 --> 00:18:23,525
And if we open this up, we should be able to Simply replace.
416
00:18:25,525 --> 00:18:26,125
Pieces.
417
00:18:26,725 --> 00:18:27,325
I am Miss.
418
00:18:27,325 --> 00:18:28,225
I'm missing one.
419
00:18:28,525 --> 00:18:29,925
I am missing my mask.
420
00:18:32,825 --> 00:18:33,325
Here we go.
421
00:18:33,325 --> 00:18:33,825
Let's hide.
422
00:18:33,825 --> 00:18:37,425
Click convert to parameter mask and press save.
423
00:18:39,025 --> 00:18:40,925
So I just forgot to expose it.
424
00:18:40,925 --> 00:18:42,525
That's why it is important to do that.
425
00:18:43,925 --> 00:18:48,325
And now in here, you can just go ahead and have your OB do mask
426
00:18:48,825 --> 00:18:49,625
normal.
427
00:18:50,125 --> 00:18:54,825
Translucency iqaluit set back to White because that's the default or
428
00:18:54,825 --> 00:18:55,425
sub color.
429
00:18:55,425 --> 00:18:56,325
We can probably.
430
00:18:56,625 --> 00:18:59,525
Let's start with like a greenish color, but we can change it later on.
431
00:19:00,225 --> 00:19:04,725
And for the rest, everything should be maybe set the deceleration 20
432
00:19:04,725 --> 00:19:06,825
for now, so we can save this.
433
00:19:08,125 --> 00:19:13,325
We can go ahead and go into our assets and then if we go in and import
434
00:19:13,325 --> 00:19:15,225
because I've got that did not do that yet.
435
00:19:16,225 --> 00:19:18,825
So let's import our gas basic small.
436
00:19:21,425 --> 00:19:22,225
So fine.
437
00:19:22,425 --> 00:19:24,625
Yeah, I'm happy with that.
438
00:19:25,325 --> 00:19:26,825
It's way too slow.
439
00:19:26,925 --> 00:19:27,325
Way too.
440
00:19:27,325 --> 00:19:30,925
Small did not realize that that we are, that we have it.
441
00:19:30,925 --> 00:19:31,425
So small.
442
00:19:31,425 --> 00:19:34,925
So, of course, because we are not really working with specific metrics
443
00:19:34,925 --> 00:19:40,125
for this because to keep the metrics from speedtree to Maya to Unreal.
444
00:19:40,525 --> 00:19:45,825
You can do it, of course, but it just takes a little bit too much to
445
00:19:45,825 --> 00:19:49,425
focus on when we can just do make it easier by just doing this, for
446
00:19:49,425 --> 00:19:50,625
example, but here we go.
447
00:19:50,625 --> 00:19:50,925
So we
448
00:19:51,125 --> 00:19:51,925
Like Argos.
449
00:19:53,325 --> 00:19:55,925
Now, all we need to do is we need to go ahead and we have our
450
00:19:55,925 --> 00:20:00,325
materials looks like we only need two of them.
451
00:20:00,325 --> 00:20:01,525
So, where are you?
452
00:20:01,825 --> 00:20:03,525
Ray Garcia one duplicate.
453
00:20:03,525 --> 00:20:04,925
Rygaard 02.
454
00:20:07,125 --> 00:20:08,225
Open this up.
455
00:20:10,525 --> 00:20:12,725
Replace this one with number 02.
456
00:20:14,325 --> 00:20:18,025
And then we just need to figure out which one is which, which should
457
00:20:18,025 --> 00:20:18,925
not be too difficult.
458
00:20:18,925 --> 00:20:25,425
So let's artists because 01 and 02 the, so that's should be
459
00:20:25,525 --> 00:20:31,525
corresponding with this 010 to save.
460
00:20:33,225 --> 00:20:35,825
Go over here, but G and now you can see that here.
461
00:20:35,825 --> 00:20:40,125
We have our gas and of course, yes, we took the typical glass fashion.
462
00:20:40,125 --> 00:20:44,825
It is really subtle because it is just like one of them, but first of
463
00:20:44,825 --> 00:20:47,525
all, what you can do is, you can go ahead and if you want mess around
464
00:20:47,525 --> 00:20:49,625
a little bit more with the colors just to see,
465
00:20:51,325 --> 00:20:53,725
If that looks good, for example in my subsurface.
466
00:20:53,725 --> 00:20:56,225
Let's set this to 0.1 or 0.2.
467
00:20:57,125 --> 00:20:59,625
So the color maybe like a bit darker over here.
468
00:21:00,025 --> 00:21:01,425
Just small stuff like that.
469
00:21:02,825 --> 00:21:03,825
Yeah, that's looking fine.
470
00:21:04,125 --> 00:21:07,425
And now, what you can also do, which is quite an important one, which
471
00:21:07,425 --> 00:21:11,325
we will use later on if I just quickly save my scene because this can
472
00:21:11,325 --> 00:21:13,625
be a little bit buggy inside of in reel five.
473
00:21:14,825 --> 00:21:20,225
But if we just go over here to activate foliage and if we then drop in
474
00:21:20,325 --> 00:21:23,025
our assets, which is going to be our basic class.
475
00:21:23,425 --> 00:21:25,625
Nice thing is that we can literally paint in the foliage.
476
00:21:26,125 --> 00:21:30,625
Now, let's start by setting the paint density to like, 0.1, click on
477
00:21:30,625 --> 00:21:31,325
your foliage.
478
00:21:31,325 --> 00:21:34,125
And then what you can do in here as you can set the scale for example,
479
00:21:34,525 --> 00:21:39,225
from 0.82 1.3 and it will randomize the scaling.
480
00:21:39,525 --> 00:21:40,825
And now, if I just click once,
481
00:21:43,625 --> 00:21:45,925
Oh, I expected more.
482
00:21:45,925 --> 00:21:48,725
Maybe we need to set the paint density, bit more higher C.
483
00:21:49,225 --> 00:21:50,325
Then you can paint in.
484
00:21:50,625 --> 00:21:52,325
I honestly, expected way more.
485
00:21:52,425 --> 00:21:56,825
So normally when I do this, I get like 500 in one go.
486
00:21:56,925 --> 00:21:57,725
So, I don't know.
487
00:21:59,125 --> 00:22:03,925
Why it is only 6 and that case you can set the density per kilometer.
488
00:22:03,925 --> 00:22:07,425
You can set this to like 200 and that will basically paint double the
489
00:22:07,425 --> 00:22:08,025
amount.
490
00:22:08,225 --> 00:22:11,725
But or we can go like five hundreds even more.
491
00:22:14,825 --> 00:22:18,425
Yeah, and then you can basically like paint in some extra bits of gas
492
00:22:18,525 --> 00:22:22,025
and then it's already starts to become a little bit more nicer.
493
00:22:22,325 --> 00:22:22,525
Now.
494
00:22:22,525 --> 00:22:25,325
We are going to have more and larger variations.
495
00:22:25,725 --> 00:22:28,725
So this would be like something you would use later on.
496
00:22:29,925 --> 00:22:31,425
Let's do 10.
497
00:22:32,625 --> 00:22:32,825
No.
498
00:22:32,825 --> 00:22:36,825
No, I just want to make sure that I have it correct because I'm a
499
00:22:36,825 --> 00:22:40,425
little bit thrown off by how little we are placing.
500
00:22:40,425 --> 00:22:42,525
Because normally, you really place like a lot.
501
00:22:42,525 --> 00:22:44,425
So I guess if I go to town,
502
00:22:44,625 --> 00:22:44,925
Ins.
503
00:22:45,925 --> 00:22:47,025
Yeah, see that's that's more.
504
00:22:47,025 --> 00:22:49,425
What I was expecting this kind of stuff.
505
00:22:49,425 --> 00:22:50,925
So now we already placed seventy.
506
00:22:50,925 --> 00:22:52,925
One of them, of course is hyperbole.
507
00:22:52,925 --> 00:23:00,625
But once we have our once, we have our LEDs, sorry, LOD Stan, what we
508
00:23:00,625 --> 00:23:03,125
can do is they will be a lot more optimized.
509
00:23:03,725 --> 00:23:06,325
So, right now, if we do for example, this and we can close this
510
00:23:06,325 --> 00:23:06,725
window.
511
00:23:07,025 --> 00:23:08,225
You can see that very quickly.
512
00:23:08,225 --> 00:23:11,625
We can just start this nice bits of grass over here.
513
00:23:12,725 --> 00:23:19,525
And just to quickly show you, if I go ahead and I go in here in my
514
00:23:19,525 --> 00:23:24,625
gas, basic small, just to already show you how to do the LEDs for this
515
00:23:24,725 --> 00:23:25,525
kind of stuff.
516
00:23:25,825 --> 00:23:31,025
You can simply go down here and set the LD group to be foliage and
517
00:23:31,025 --> 00:23:31,325
plus.
518
00:23:31,325 --> 00:23:31,825
Yes.
519
00:23:32,825 --> 00:23:36,225
And now what it will do is often it will generate multiple LOD.
520
00:23:36,225 --> 00:23:41,025
So if we go ahead and set a number of LEDs to 3, and press apply, it
521
00:23:41,025 --> 00:23:42,025
will generate LEDs.
522
00:23:42,225 --> 00:23:45,625
If you look at the triangles right now, it is 400 at 0.
523
00:23:46,125 --> 00:23:47,925
Then if we go to one, it is 200.
524
00:23:47,925 --> 00:23:52,325
And if we go to to it is 100 and you can even go like to number four.
525
00:23:52,325 --> 00:23:55,725
So you can go even higher and it will basically have it every single
526
00:23:55,725 --> 00:23:58,125
time and then it starts to Blake.
527
00:23:58,825 --> 00:24:04,325
And basically, another thing is that if you go to not show, go here to
528
00:24:04,325 --> 00:24:04,925
LIT.
529
00:24:05,325 --> 00:24:07,325
Level of detail, cultivation and turn on.
530
00:24:07,325 --> 00:24:07,925
Michelle D.
531
00:24:07,925 --> 00:24:12,025
Coloration, you can see when the species are basically a
532
00:24:12,125 --> 00:24:15,825
Teaching from if you set this to all the Auto, when they are switching
533
00:24:15,925 --> 00:24:17,025
to the different LEDs.
534
00:24:17,025 --> 00:24:17,825
So you can see that here.
535
00:24:17,825 --> 00:24:20,925
This is quite nice and then you can no longer see it.
536
00:24:21,425 --> 00:24:23,525
So you save this and that's basically it.
537
00:24:24,025 --> 00:24:25,225
Now it is optimized.
538
00:24:25,525 --> 00:24:29,025
So now if you go in here, I believe that in here, I can also do level
539
00:24:29,025 --> 00:24:29,425
of detail.
540
00:24:29,425 --> 00:24:29,925
Coloration.
541
00:24:29,925 --> 00:24:31,525
You can see that here.
542
00:24:31,525 --> 00:24:31,925
See,
543
00:24:33,225 --> 00:24:36,925
That's a, they quickly switch to the different LEDs, and I'm going to
544
00:24:36,925 --> 00:24:38,625
keep them nice and high over here.
545
00:24:38,925 --> 00:24:42,025
However, you can always go in here.
546
00:24:42,525 --> 00:24:47,125
And if you, for example, click on ld0 one and you go down to your
547
00:24:47,225 --> 00:24:52,525
selection here, you can set your screen size right now.
548
00:24:52,525 --> 00:24:53,825
It is set to Auto computer.
549
00:24:53,825 --> 00:24:59,225
But if you turn this off right now, when the when the gas is filling,
550
00:24:59,225 --> 00:25:02,125
the screen for less than 0.2.,
551
00:25:02,325 --> 00:25:07,325
2528 blah blah, then it will basically turn to this LD and like that.
552
00:25:07,325 --> 00:25:11,125
If you set this lower or if you set it higher it will turn quickly.
553
00:25:11,325 --> 00:25:14,925
So the higher this number is the quicker, it will turn to that LOD.
554
00:25:15,525 --> 00:25:16,725
So just keep that in mind.
555
00:25:18,425 --> 00:25:19,025
Here we go.
556
00:25:19,125 --> 00:25:21,725
So yeah, basically that is now working.
557
00:25:21,725 --> 00:25:27,025
We don't really have like a distant field occlusion set up properly.
558
00:25:27,025 --> 00:25:28,025
So it does not yet.
559
00:25:28,025 --> 00:25:31,825
Look as nice as it can be for later on but it is looking pretty good.
560
00:25:31,825 --> 00:25:32,625
So like that.
561
00:25:32,925 --> 00:25:34,225
Yeah, we got like some nice cars.
562
00:25:34,825 --> 00:25:38,025
So let's go ahead and continue on with our other variations and I will
563
00:25:38,025 --> 00:25:40,725
do that a little bit later because I'm getting a sore throat.
564
00:25:40,725 --> 00:25:43,625
So I will continue with this when I take a break.
565
00:25:44,125 --> 00:25:45,125
So yeah, let's go.
566
00:25:45,425 --> 00:25:45,825
Let's41953
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