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Okay.
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So now that you have a base class done over here.
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The nice thing is that we can pretty much use this setup for all of
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the other glass.
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So what I'm going to do is I first of all want to just create a quick
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variation of this that is like a much larger patch.
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So for that, we can just go ahead and well, first of all, save the
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scene and then simply do a save us and we can make this glass basic on
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a score large over here.
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And if you want, you can do underscores here for one or something.
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I kind of broke my rule.
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Ooh, because I forgot to do that, but now with this one.
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All we need to do is we just need to go ahead and go over here in our
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generation.
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And we basically want to go ahead and just make the last to be quite a
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bit larger to like the size that we want and then of course is
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increased like the amount.
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So we are increasing the numbers.
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So now you can see that we have like a large patch.
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Now once we get to something this large, you do want to introduce a
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little bit more variation.
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So let me first of all.
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Play around a little bit more over here with like the pet show.
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Yeah, that's looking pretty good.
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But as you can see, everything is pretty much the same height.
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There's like some small variation, but it is not very nice.
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So, what I'm going to do is I'm going to go to my size scale over here
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and just press the little button next to it for our graph.
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Let's get started by, first of all deucing our guards B at like the
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end and then I'm just going to go ahead and I'm going to make this
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really irregular.
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Like over here.
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Because if you place it very closely together, even though it's goes
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from the center, to the outer side, when we place it this close
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together.
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It kind of like just randomly.
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Like what kind of noises randomly randomizes?
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Yes.
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That's maybe not the best explanation.
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But as you can see over here now, we just have like a bunch of
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different cars, B and stuff like that.
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And let's see.
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So rotation.
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We don't need to do anything, but we can go into our let's see.
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Another skin probably although in our skin.
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We might want to just like introduce a few more of like the larger
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bits and maybe like push this further out over here so that you have
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like a few more of like this.
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Lee large gas B here in the defamation.
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I just want to go ahead and like mess around with the folding and the
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curling like a little bit more curling.
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We don't want to do too much.
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But once again would like the folding or let's say like a twisting,
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you can use over here these sliders if you want.
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I quite like to also play around a little bit like my vertex and let's
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see.
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So we have our orientation over here and our orientation.
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We can
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Yeah, we can actually play out with our line a little bit by doing
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something like this, but just giving it like some Randomness and it
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may be at the outer side.
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It would be nice if they are like kind of sticking underweight if you
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want to stick them out and then over here.
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So we just basically add a bunch of random variation like this.
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And I can see that everything is just like a lot more irregular, which
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will look quite nice for glass and maybe I'm just going to go ahead
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and set the last a little bit in.
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So there's a little bit denser over here.
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So yeah.
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Like that.
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We can just have like a larger gas patch liked it.
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So I'm saying like that like this too much.
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So, sorry about that.
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But anyway, I'm going to save this.
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I'm going to very quickly export this to game and I'm going to call
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this basic.
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Gasps basic large.
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And let's go ahead and press save and press.
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Ok.
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So that's one should do the trick.
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Now if we go ahead and go into Maya.
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All we need to do is show.
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We have this one.
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We can just turn it off, file import.
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And set this to large Imports over here C and it is already divided
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scaling, or it should be divided scaling.
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So J.
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Let's double-check.
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Oh wait, it's just because we changed it up again.
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This is getting more and more confusing by the minute.
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So yeah, I'm not going to risk it.
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I'm going to scale it up again like this, because else we would need
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to go inside of unreal again and then again need to change it.
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So that might be a bit Overkill.
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So let's just
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Poop gets rid of the top group and just rename this and then applied
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to its own layer, which will also rename like this.
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So that one is fine.
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I'm not too worried about this.
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I can just go ahead and save my scene and I can export this once
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again, grass, basic large and because we can just reuse all of our
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materials because we are K using the same thing.
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We can simply go into and real over here.
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I'm going to.
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Import cars.
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Basic Lodge.
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And that's plus import.
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This is double check, Okay, C.
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So the skating now works and you can see that it is much larger.
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So now if we just quickly, open it up, all we need to do is apply our
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correct materials.
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And of course, right now, I'm still doing this quite slow because it
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is a tutorial, but when you do this outside of the tutorial, this will
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go so far.
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So then it is no problem to out like variations because within like 10
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minutes or like 30 minutes, you can create many different variations.
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So we have this,
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This one over here.
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You can see that it is not as dense.
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But that is fine.
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I quite like if it is not as dense because of the fading we can always
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just go in and like give it a few duplication.
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So sorry, this is a selection Buck.
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It sometimes happens inside of unreal.
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What you need to do is you need to select your original and then you
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need to click away again.
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Like this.
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And then it fixes the buck.
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It's really strange.
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But it's just an Unreal Engine.
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5 is still in the beta.
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As of the time of saying this or recording this.
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So yeah, but yeah.
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Basically now you can see that this is really nice.
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We now can have very dense gas and then we basically can have the gas
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kind, like fading out like this, with our smaller gas.
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And now, what we're going to do is we are also going to create some
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more like individual cars, which will be great later on, for example,
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for like, in the water and everything.
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These are also pretty good for in the water, but those will be even
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better.
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And also
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Like again to fade them out and everything but as you can see here
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that is already looking like quite a nice and irregular wild grass
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patch over here.
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So I'm just going to save my scene once again, and now if we just go
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in here, let's pick our.
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Let's once again open up.
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Let's go file and just open up our glass, basic small again, and then
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we can later on also do the large.
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Or not or should I no wait, I'm going to start with the gas basic
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large because I quite like the variation we added to this.
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We are now going to create the because that is individual strains.
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It is much more higher Poli.
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So you can like want to just keep it quite small, but it does look
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really cool.
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So I just want to show you how to do those because they are pretty
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straightforward.
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File save as and let's go ahead and call this Goss on the score.
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Complex underscore.
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Yeah, let's start with large cars, complex large over here, and then
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we'll make the small later on.
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There we go.
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So that's now, save and what I'm going to do is I'm just going to go
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in here and I'm going to basically remove these, then adds a new one.
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We just need to have one of these because we only have one material,
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just call it glass and press.
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Ok.
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Now you can see that over here.
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Yeah, it will be like an error, but that's no problem.
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If you go down into
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Your skin.
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You can already like get rid of these bits and and then leave one
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left, which we can make grass.
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And now this can be quite time consuming.
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So let's add like a few of them.
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It would be nice.
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If I actually out the material.
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Also, let's go ahead and find our materials.
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So we found it in Ms.
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And then swamp, cars, I believe is the one that I want.
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No, wait.
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Swamp cars is not the one that I want.
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This one was at all.
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What's a grass?
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So that's fine.
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We can do that later.
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It's cup.
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That's was the bushes.
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So we can we don't need to do that.
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Where are you?
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It is it just car.
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Oh, it's just we just called it cause okay?
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Or I just called the car.
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So it shouldn't blame you for my own not being able to probably.
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Name things.
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So we got this kind of stuff.
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Yeah, that's all fine.
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So we got that imported.
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So we now just need to go in here.
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You basically want to go ahead and mostly focus on these areas.
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So I'm going to just have a very quick time lapse where I will be
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setting up all of these little meshes and we are going to go for like,
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five, probably five different meshes.
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Most of them are going to be in the green areas.
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So let's kick in the time lapse right now.
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Okay, so, all of our matches have now been audits.
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So now, I honestly, all I need to do is I need to go to Glass set.
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My mesh to mesh cut out over here.
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So, this is the first one.
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As you can see, it looks like that we went quite white with our meshes
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in this case, but that is just going to be because of the scaling most
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likely.
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So, what I want to do is I just want to go ahead and I want to give
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it.
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A few different meshes.
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So let's do gosh, number two, because number three, grass number, for
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class number 5, and actually went with like one extra.
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Grass number 6 over here.
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Okay, so we got that stuff.
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See, it is very white white.
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Now.
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What I would recommend is so first of all, let's go ahead and go into
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our generation over here.
225
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So, our size scalar is fine.
226
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It's probably like meant to be like that.
227
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But I think what is going on is it is probably offered C.
228
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So, let's go to orientation and then here in the vertex amount.
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And she okay.
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So that's not the one that's see twisting twisting is also causing
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some problems because we are twisting it.
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Like we really strongly in the previous one but these ones here.
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See there we go.
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These ones.
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We cannot do that strong of a twisting because then since they are 10
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and they have less geometry, they will simply look bad.
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So that's looking better.
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Now see we also have a folding over here.
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Which interestingly enough it is all going into like a strange
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location.
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It's played out to the angle little bit more.
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Oh turn on two-sided.
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There we go.
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That's will matter quite a bit.
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And with these ones I'm going to set my size scale a little bit
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smaller over here.
247
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I'm going to also make these little bit more condensed.
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Like you can see like this.
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However, let's turn also reduced in number because else this becomes a
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bit Overkill.
251
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So right now we are sitting at like 1500 twists.
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So, let's see if we can get to like a thousand or something like that.
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To be quite nice thousand.
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Might seem very like.
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It might seem like a lot and it is pretty much, but for up-to-date AAA
256
00:12:36,225 --> 00:12:40,225
games with LEDs, it is often easy to handle something like that.
257
00:12:40,725 --> 00:12:43,125
So, let's see we got this stuff now we can always
258
00:12:43,225 --> 00:12:46,225
Is go into the orientation and down here.
259
00:12:46,225 --> 00:12:48,225
We can always like mess around with the scale.
260
00:12:48,225 --> 00:12:50,925
If you want to make them like a little bit thinner, but that should
261
00:12:50,925 --> 00:12:53,025
not be too bad.
262
00:12:53,825 --> 00:12:54,425
I cannot see that.
263
00:12:54,425 --> 00:12:56,525
These are really large on the outside.
264
00:12:56,925 --> 00:12:58,725
So let me just quickly go.
265
00:13:00,225 --> 00:13:01,625
See, so this is our size.
266
00:13:01,625 --> 00:13:05,925
So if we go over here and set that aside scalar to be quite a bit
267
00:13:06,725 --> 00:13:11,225
smaller like this, that they kind like flow off a bit better.
268
00:13:13,225 --> 00:13:14,325
And then maybe like over here.
269
00:13:14,325 --> 00:13:17,225
I also want to give it like quite a strong.
270
00:13:18,525 --> 00:13:19,925
Variation like that.
271
00:13:20,025 --> 00:13:20,525
Okay.
272
00:13:21,125 --> 00:13:25,625
Let's set our first to be a little bit lower like this.
273
00:13:25,625 --> 00:13:27,025
So let's add this to like zero.
274
00:13:28,025 --> 00:13:29,525
Okay, so we got that stuff now done.
275
00:13:29,525 --> 00:13:31,425
So it's starting to look already like a little bit better.
276
00:13:31,425 --> 00:13:34,025
So it's very much similar to our grass.
277
00:13:34,025 --> 00:13:37,925
It is still a little bit high and I don't like the entire look.
278
00:13:37,925 --> 00:13:40,325
So I'm just going to mess around with a few things.
279
00:13:40,625 --> 00:13:42,825
First of all, let's try to like play.
280
00:13:42,825 --> 00:13:45,425
How to add our a line and over here.
281
00:13:45,425 --> 00:13:48,125
We also have our scale y scale, and I'm
282
00:13:48,325 --> 00:13:52,625
Probably like he makes it like a little bit lower and I want to get
283
00:13:52,625 --> 00:13:56,925
rid of my Sinking by the way because that is now causing problems.
284
00:13:56,925 --> 00:13:59,425
So that set my sinking to maybe like 0.01.
285
00:14:01,625 --> 00:14:02,425
So we got that stuff.
286
00:14:02,425 --> 00:14:05,825
So it needs to look like pretty decent from a distance.
287
00:14:06,825 --> 00:14:09,125
I'm still not happy with like the size scalar.
288
00:14:09,625 --> 00:14:09,925
It is.
289
00:14:09,925 --> 00:14:11,325
Giving me a surprising.
290
00:14:12,025 --> 00:14:12,925
Where are you from?
291
00:14:12,925 --> 00:14:14,325
It's these ones over here.
292
00:14:16,925 --> 00:14:18,125
I think this one's need to be
293
00:14:18,225 --> 00:14:19,125
like fairy here.
294
00:14:19,125 --> 00:14:22,825
We need to like tone, nose down, and then there's another here.
295
00:14:22,825 --> 00:14:24,325
You can see like the Rings.
296
00:14:24,325 --> 00:14:25,525
So you can see that over here.
297
00:14:25,925 --> 00:14:29,825
You probably like me to, again, give it like a bit of variation.
298
00:14:29,825 --> 00:14:32,625
So that's already looking a little bit better from the top.
299
00:14:32,625 --> 00:14:33,025
Of course.
300
00:14:33,025 --> 00:14:35,225
It will not work very well, but that's okay.
301
00:14:35,325 --> 00:14:39,725
We are most looking at it from the site and to maybe, like, improve
302
00:14:39,725 --> 00:14:43,025
the top you can, once again, as I said, you can do stuff like a line.
303
00:14:45,325 --> 00:14:50,025
Folding in this case folding does not do much facing could also give
304
00:14:50,025 --> 00:14:51,625
you like a little bit more variation.
305
00:14:52,225 --> 00:14:57,925
So if we just try like play, how to this a little bit more and for the
306
00:14:57,925 --> 00:14:59,525
rest, we can also go ahead.
307
00:14:59,525 --> 00:15:03,425
And we can also just once again, mess around with our fault.
308
00:15:04,025 --> 00:15:07,225
Maybe our vertex amount can give us like a little bit more variation
309
00:15:07,625 --> 00:15:10,425
but not too much because else it gets stretched.
310
00:15:13,225 --> 00:15:17,425
I quite like our curl but it seems like maybe I feel like one of these
311
00:15:17,925 --> 00:15:19,225
and I don't know which one.
312
00:15:20,425 --> 00:15:22,525
Oh wait, I forgot to do tessellation.
313
00:15:22,625 --> 00:15:23,125
That's it.
314
00:15:24,325 --> 00:15:28,025
I forgot to do the tessellation on these bits and because I forgot
315
00:15:28,025 --> 00:15:31,125
that that's why the folding is not working as well.
316
00:15:32,125 --> 00:15:33,825
So this one has desolation.
317
00:15:34,625 --> 00:15:35,025
Okay.
318
00:15:35,025 --> 00:15:35,825
So now
319
00:15:38,025 --> 00:15:42,525
If I twist or if I curl it shoot, it should have done it.
320
00:15:43,825 --> 00:15:48,925
It doesn't really look like it has to be honest, like here.
321
00:15:48,925 --> 00:15:51,225
Test giving me some tessellations.
322
00:15:51,225 --> 00:15:51,825
That's fine.
323
00:15:56,125 --> 00:15:59,725
This one has tessellation, but not a lot to be honest.
324
00:15:59,825 --> 00:16:03,225
Like for this as said before, we kind like need to go quite high if we
325
00:16:03,225 --> 00:16:04,825
want to do this properly.
326
00:16:05,125 --> 00:16:07,525
So maybe give a like another layer.
327
00:16:10,225 --> 00:16:13,925
And what we can also do to figure out which one is, is, is if we go to
328
00:16:13,925 --> 00:16:14,525
our skin.
329
00:16:15,525 --> 00:16:17,525
we can, for example, mess around with our
330
00:16:20,525 --> 00:16:27,125
Wait to see which one if we if we reduce this, which one is currently
331
00:16:27,725 --> 00:16:28,825
causing the problems.
332
00:16:32,725 --> 00:16:33,925
I think it is the first one.
333
00:16:37,925 --> 00:16:39,525
Yeah, I think it is the first one actually.
334
00:16:40,625 --> 00:16:42,225
Cos cut out.
335
00:16:42,525 --> 00:16:44,425
Why are you causing me problems?
336
00:16:44,425 --> 00:16:47,525
I gave you more than enough geometry.
337
00:16:47,525 --> 00:16:50,725
I gave you all this stuff and still it's complaining.
338
00:16:50,725 --> 00:16:53,925
Let's give it like a tiny bit more geometry just to see and else.
339
00:16:53,925 --> 00:16:55,825
It is just an awkward folding else.
340
00:16:55,825 --> 00:16:57,425
We cannot really do too much about it.
341
00:16:57,425 --> 00:17:00,725
And then we just need to go into our orientation and we just kind of
342
00:17:00,725 --> 00:17:04,925
like me to reduce the folds amount and everything or at least a girl
343
00:17:04,925 --> 00:17:05,525
amount.
344
00:17:07,125 --> 00:17:08,025
Yeah, see here.
345
00:17:09,025 --> 00:17:12,125
I think it is just like quite awkward that it doesn't work.
346
00:17:12,225 --> 00:17:15,325
You can also create custom mesh if you want, but that would take way
347
00:17:15,325 --> 00:17:18,325
longer to then import them and get them to work properly.
348
00:17:18,725 --> 00:17:21,525
But over here, it seems like the defaulting here.
349
00:17:21,525 --> 00:17:23,625
It seems to work for all of them except for
350
00:17:25,425 --> 00:17:25,925
One.
351
00:17:28,625 --> 00:17:30,125
I need to fix this Ike.
352
00:17:30,125 --> 00:17:31,425
I don't think I can ignore it.
353
00:17:32,525 --> 00:17:36,125
Okay, so Goss, cutout is not wait.
354
00:17:36,125 --> 00:17:38,225
I'm already like losing pieces.
355
00:17:38,325 --> 00:17:39,325
Let me just try this again.
356
00:17:40,225 --> 00:17:42,425
Let's go ahead and add our layer.
357
00:17:42,425 --> 00:17:43,425
Hey, look at that.
358
00:17:44,225 --> 00:17:45,425
There's a bug going on.
359
00:17:46,425 --> 00:17:47,625
See, did you see that?
360
00:17:47,625 --> 00:17:49,425
That, that was incorrect?
361
00:17:49,425 --> 00:17:50,325
That was a problem.
362
00:17:51,125 --> 00:17:52,925
Anyway, I think now it is fixed.
363
00:17:52,925 --> 00:17:56,125
So, first of all grass, cut out, that one is looking fine.
364
00:17:56,525 --> 00:18:01,625
Grass got out to is the problem, so we can go grass, cut out to edit.
365
00:18:02,825 --> 00:18:05,725
Give it some more geometry because I assume that that is the problem
366
00:18:05,725 --> 00:18:07,025
that it is just complaining.
367
00:18:08,025 --> 00:18:08,625
There we go.
368
00:18:08,925 --> 00:18:09,925
Now we can go gasps.
369
00:18:09,925 --> 00:18:15,325
Cut out three is fine for also has problems so we can go to the cutout
370
00:18:15,325 --> 00:18:15,725
for
371
00:18:16,925 --> 00:18:19,725
give it even more geometry, which I don't really like butter.
372
00:18:21,225 --> 00:18:24,225
For now, I'm going to go for like the highest quality glass that I can
373
00:18:24,225 --> 00:18:26,525
get number five has a problem.
374
00:18:26,525 --> 00:18:29,925
So let's go over here give that a little bit more geometry.
375
00:18:30,025 --> 00:18:32,425
And then what we will do is we will once it is in place.
376
00:18:32,425 --> 00:18:34,525
We can always optimize the inside of in view.
377
00:18:35,825 --> 00:18:37,525
And number 6 is also the problem.
378
00:18:37,525 --> 00:18:40,225
So we had much more problems than I expected.
379
00:18:40,225 --> 00:18:41,425
So let's go ahead and
380
00:18:43,925 --> 00:18:45,525
UV present might not work.
381
00:18:46,325 --> 00:18:46,825
Should work.
382
00:18:46,825 --> 00:18:47,425
Totally fine.
383
00:18:49,825 --> 00:18:52,625
Rule number 6 is doing something really strange.
384
00:18:54,925 --> 00:18:56,625
I'm not sure exactly what it is.
385
00:19:02,725 --> 00:19:03,525
Because it should work.
386
00:19:03,525 --> 00:19:04,325
Totally fine.
387
00:19:09,025 --> 00:19:11,025
Let's leave number 64 now.
388
00:19:11,425 --> 00:19:12,625
I don't trust number 6.
389
00:19:12,625 --> 00:19:13,825
It's not really important.
390
00:19:13,925 --> 00:19:21,625
So one, two, three, four, five, grass, grass, grass, and grass.
391
00:19:23,025 --> 00:19:23,725
Call tattoo.
392
00:19:24,925 --> 00:19:32,625
Three four and five and let's get rid of number 6 and okay, so we now
393
00:19:32,625 --> 00:19:33,525
know that it works.
394
00:19:33,625 --> 00:19:34,525
So sorry about that.
395
00:19:34,525 --> 00:19:36,025
It just had to happen like this.
396
00:19:36,525 --> 00:19:37,825
So, we now know that this works.
397
00:19:37,825 --> 00:19:40,625
And now what we can do is we can basically play around a little bit
398
00:19:40,625 --> 00:19:45,025
more with the girl and give it like some more proper curling and
399
00:19:45,025 --> 00:19:47,925
twisting and everything to make it look a bit more interesting.
400
00:19:48,325 --> 00:19:50,225
And we got also going to our generation and maybe
401
00:19:51,425 --> 00:19:54,225
like compressed is a little bit more.
402
00:19:57,325 --> 00:19:58,925
Sushi 0.5, probably.
403
00:19:59,125 --> 00:19:59,725
And there we go.
404
00:19:59,725 --> 00:20:04,325
I think this is like a pretty solid base for our second type of gas,
405
00:20:04,325 --> 00:20:06,225
which is going to be these grass blades.
406
00:20:07,325 --> 00:20:10,425
So we are now pretty much ready to export this and then of course
407
00:20:10,425 --> 00:20:12,725
after that we can just make like some more variations.
408
00:20:13,225 --> 00:20:18,425
So let's go ahead and go file and let's do export to game quite easy
409
00:20:18,425 --> 00:20:20,525
class, complex large.
410
00:20:20,625 --> 00:20:21,525
Yes, that's fine.
411
00:20:21,925 --> 00:20:22,625
Although in the end.
412
00:20:22,625 --> 00:20:23,525
It's not that large.
413
00:20:23,525 --> 00:20:26,225
But these ones you don't really want to overdo them.
414
00:20:27,425 --> 00:20:30,725
So I'm going to start with just like one variation probably, and then,
415
00:20:30,725 --> 00:20:34,125
later on, I can always have like a Timeless chapter, where I will add
416
00:20:34,125 --> 00:20:37,825
multiple different variations because it is not that special anymore
417
00:20:37,825 --> 00:20:38,325
of this.
418
00:20:39,125 --> 00:20:41,525
I noticed that I'm in the wrong program.
419
00:20:41,525 --> 00:20:43,325
So let's try that again.
420
00:20:43,925 --> 00:20:50,325
Let's import our grass, complex large over here.
421
00:20:51,525 --> 00:20:51,725
Now.
422
00:20:51,725 --> 00:20:55,725
Let's first of all, just double click on the name and then just do
423
00:20:55,725 --> 00:20:56,425
none group.
424
00:20:56,525 --> 00:20:56,825
Poop.
425
00:20:57,625 --> 00:21:00,525
Rename this all the to her lair.
426
00:21:02,025 --> 00:21:03,025
Rename the layer.
427
00:21:03,025 --> 00:21:05,925
So that stuff is just it's the same thing over and over and over and
428
00:21:05,925 --> 00:21:06,425
over again.
429
00:21:07,525 --> 00:21:08,225
But that's no problem.
430
00:21:08,625 --> 00:21:11,725
And then I'm just going to quickly match it up with my other grass
431
00:21:11,725 --> 00:21:13,925
over here like that.
432
00:21:14,325 --> 00:21:14,825
And there we go.
433
00:21:14,825 --> 00:21:15,725
That should do the trick.
434
00:21:15,825 --> 00:21:19,025
So I'm going to go ahead and I'm going to export this and this one is
435
00:21:19,025 --> 00:21:21,825
going to be glass complex large.
436
00:21:23,625 --> 00:21:26,325
We do need to set up a new material for this, but that should be fine.
437
00:21:26,625 --> 00:21:31,825
So let's go ahead and let's exports to and real.
438
00:21:31,825 --> 00:21:33,525
So I'm doing this always on my other screen.
439
00:21:33,725 --> 00:21:36,425
So when you hear me talking like that, it's just because I'm doing
440
00:21:36,425 --> 00:21:37,325
stuff on my other screen.
441
00:21:37,925 --> 00:21:41,625
But anyway, so now if we go ahead and import this here, that looks
442
00:21:41,625 --> 00:21:43,325
already quite interesting.
443
00:21:44,025 --> 00:21:48,825
Let's go into a Texas new folder and we will just call this grass.
444
00:21:49,925 --> 00:21:51,625
And I'm going to import my car's Texas.
445
00:21:51,625 --> 00:21:53,425
Just give me one second to find them.
446
00:21:57,525 --> 00:21:58,525
Here we go.
447
00:22:00,925 --> 00:22:03,925
And now if we go to materials we can just go up like that, right cars
448
00:22:03,925 --> 00:22:07,725
and like duplicate it and just call this gauze on score 01.
449
00:22:09,325 --> 00:22:10,225
Open it up.
450
00:22:15,925 --> 00:22:16,825
Let's try again.
451
00:22:19,525 --> 00:22:21,225
These pieces over here.
452
00:22:22,225 --> 00:22:22,825
Here we go.
453
00:22:23,825 --> 00:22:25,025
Let's open up our model.
454
00:22:29,025 --> 00:22:32,125
And let's apply because one going here.
455
00:22:32,525 --> 00:22:33,825
There we go, and we can apply it.
456
00:22:35,025 --> 00:22:36,625
And I should get something like this.
457
00:22:36,825 --> 00:22:37,125
Now.
458
00:22:37,125 --> 00:22:40,525
The occlusion will be quite a bit stronger because we have still quite
459
00:22:40,525 --> 00:22:44,225
a bit of gas in between but it is not quite nice to this one.
460
00:22:44,525 --> 00:22:48,625
I think what I end up what I will end up doing is out this one as like
461
00:22:48,625 --> 00:22:56,425
my glass to be used outside of my water after all because I feel like
462
00:22:56,425 --> 00:22:59,625
in the end this this one actually does look better if it would be
463
00:22:59,625 --> 00:23:00,625
inside of the water.
464
00:23:00,925 --> 00:23:03,525
So we got this one and maybe like with this one you want to like by
465
00:23:03,525 --> 00:23:04,325
default.
466
00:23:04,725 --> 00:23:08,625
Get like a little bit smaller if I have a look at that, might be nice
467
00:23:08,625 --> 00:23:09,925
if I just go in Maya.
468
00:23:11,425 --> 00:23:14,525
Let's make it like a little bit smaller over here, like this.
469
00:23:15,825 --> 00:23:17,625
And yeah, that should be fine.
470
00:23:17,725 --> 00:23:20,225
Then we can make more variations of this later on.
471
00:23:21,125 --> 00:23:24,925
For example, Like A variation that does not have as many grass, B in
472
00:23:24,925 --> 00:23:25,125
here.
473
00:23:25,125 --> 00:23:26,925
That's something that I can create.
474
00:23:28,125 --> 00:23:30,025
So, let me just quickly re-import this.
475
00:23:31,525 --> 00:23:32,125
There we go.
476
00:23:32,325 --> 00:23:35,325
And another thing that I want to do is I just want to quickly go into
477
00:23:35,325 --> 00:23:35,925
my grass.
478
00:23:36,425 --> 00:23:40,425
And if I just grab probably like the Albedo, what I can do is I can
479
00:23:40,425 --> 00:23:43,525
scroll down and I can just change the brightness.
480
00:23:43,725 --> 00:23:47,325
So the Albedo of your gas, you can scroll down and set the brightness
481
00:23:47,325 --> 00:23:48,025
to like to
482
00:23:49,425 --> 00:23:52,625
And if we do that and then play around a little bit more words are
483
00:23:52,625 --> 00:23:53,425
desaturation.
484
00:23:53,425 --> 00:23:56,725
We can at least match it up to be a little bit closer to this class.
485
00:23:56,725 --> 00:24:00,725
That everything feels a little bit more in place in a bit even, and
486
00:24:00,725 --> 00:24:04,225
not like it is two very, very different types of gas because then it
487
00:24:04,225 --> 00:24:05,925
will not blend very nicely.
488
00:24:06,225 --> 00:24:10,825
So let's do like point three point five, maybe no point.
489
00:24:11,525 --> 00:24:11,725
Yeah.
490
00:24:11,725 --> 00:24:14,125
Let's do point three and in our color,
491
00:24:15,925 --> 00:24:17,925
Actually, you know, what a color is fine for this.
492
00:24:19,125 --> 00:24:22,325
Maybe of subsurface scattering know, that doesn't really matter.
493
00:24:22,525 --> 00:24:22,825
Okay.
494
00:24:22,825 --> 00:24:24,825
Yeah, in that case then I'm happy with this.
495
00:24:25,125 --> 00:24:27,325
So we now got this one's also over here.
496
00:24:27,925 --> 00:24:30,225
So we got that gas patch.
497
00:24:30,225 --> 00:24:31,425
Let's go ahead.
498
00:24:31,425 --> 00:24:33,725
And well, first of all, save our scene
499
00:24:34,825 --> 00:24:39,025
And it's quickly art a God complex large over here.
500
00:24:40,525 --> 00:24:44,225
Set our scale from 0.8 to 1.3.
501
00:24:44,225 --> 00:24:45,725
That's my favorite numbers.
502
00:24:46,125 --> 00:24:48,125
And if I have a look, so this one is 2000.
503
00:24:48,125 --> 00:24:52,625
So that's also this one to like 2,000 and then we can just go ahead
504
00:24:52,625 --> 00:24:52,825
and
505
00:24:54,725 --> 00:24:56,625
it's not like a grass patch like over.
506
00:24:57,125 --> 00:24:57,525
I don't know.
507
00:24:57,525 --> 00:24:58,225
I go over here.
508
00:25:00,625 --> 00:25:03,225
And there you can see, is that this one looks like this.
509
00:25:03,225 --> 00:25:06,325
So it definitely looks like a lot denser, and it is definitely like a
510
00:25:06,325 --> 00:25:08,325
different look as you can see over here.
511
00:25:08,625 --> 00:25:10,825
But oh wait, sorry.
512
00:25:10,825 --> 00:25:13,225
It's because I'm adding two different types of cars.
513
00:25:13,425 --> 00:25:14,625
Would it actually looks really cool.
514
00:25:14,625 --> 00:25:16,625
You know, that looks really cool.
515
00:25:16,625 --> 00:25:18,225
So keep, let's keep that in mind.
516
00:25:18,225 --> 00:25:22,325
You can hold shift by the way to just in, do the grass placement.
517
00:25:22,525 --> 00:25:25,725
It is a little bit buggy, in Unreal, Engine 5, but if we just turn off
518
00:25:25,725 --> 00:25:29,425
the little checkbox that only this one will paint now.
519
00:25:30,425 --> 00:25:32,825
It's just not our normal glass over here.
520
00:25:33,525 --> 00:25:35,625
So that's nice that we can like, use this one.
521
00:25:36,225 --> 00:25:36,825
Like that.
522
00:25:37,425 --> 00:25:38,125
Perfect.
523
00:25:38,625 --> 00:25:40,325
So, those are also done.
524
00:25:40,425 --> 00:25:43,425
We are going to do an LED pass later on, but you can definitely see
525
00:25:43,425 --> 00:25:47,525
like the difference between these type of cars pits, which they feel
526
00:25:47,525 --> 00:25:51,325
very, very high quality and because they are all individual, and they
527
00:25:51,325 --> 00:25:54,725
are also quite more expensive and these bits, which are great for like
528
00:25:54,725 --> 00:25:55,325
Phyllis.
529
00:25:55,525 --> 00:25:59,325
So they are great to like fill large areas, but you can see that they
530
00:25:59,325 --> 00:26:00,125
are quite noisy.
531
00:26:00,125 --> 00:26:00,225
You
532
00:26:00,325 --> 00:26:02,325
Cannot really make everything out because they are Tina.
533
00:26:02,725 --> 00:26:04,625
And also, if you look at it from the top,
534
00:26:04,925 --> 00:26:08,325
I know actually from the top is not too bad this time.
535
00:26:08,525 --> 00:26:09,925
But yeah, just in general.
536
00:26:10,525 --> 00:26:12,025
These are great Phyllis.
537
00:26:13,225 --> 00:26:16,325
These are great at if you just need like something higher quality and
538
00:26:16,325 --> 00:26:19,125
just want to kind, like, have them all individual like this and you
539
00:26:19,125 --> 00:26:20,725
can get and you can clearly see them.
540
00:26:21,325 --> 00:26:24,225
You can also see it a little bit like stylized or realistic versus
541
00:26:24,225 --> 00:26:27,425
stylized in a way, something like that because it is slightly larger
542
00:26:27,425 --> 00:26:27,825
shapes.
543
00:26:28,425 --> 00:26:35,125
Okay, in our next chapter, we will start focusing on our water gas.
544
00:26:35,425 --> 00:26:36,625
So that's going to be
545
00:26:38,925 --> 00:26:40,025
These ones over here.
546
00:26:41,025 --> 00:26:42,125
These ones over here.
547
00:26:43,325 --> 00:26:44,425
Yeah, like this one's over here.
548
00:26:44,425 --> 00:26:46,125
So like the extra gas next to it.
549
00:26:46,525 --> 00:26:48,525
So let's go ahead and continue with this in the next.41662
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