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These are the user uploaded subtitles that are being translated: 1 00:00:00,425 --> 00:00:01,025 Okay. 2 00:00:01,025 --> 00:00:03,625 So now that you have a base class done over here. 3 00:00:03,925 --> 00:00:06,825 The nice thing is that we can pretty much use this setup for all of 4 00:00:06,825 --> 00:00:07,625 the other glass. 5 00:00:08,825 --> 00:00:11,325 So what I'm going to do is I first of all want to just create a quick 6 00:00:11,325 --> 00:00:14,825 variation of this that is like a much larger patch. 7 00:00:15,125 --> 00:00:18,025 So for that, we can just go ahead and well, first of all, save the 8 00:00:18,025 --> 00:00:23,525 scene and then simply do a save us and we can make this glass basic on 9 00:00:23,525 --> 00:00:25,425 a score large over here. 10 00:00:26,325 --> 00:00:28,725 And if you want, you can do underscores here for one or something. 11 00:00:28,825 --> 00:00:29,825 I kind of broke my rule. 12 00:00:30,025 --> 00:00:33,025 Ooh, because I forgot to do that, but now with this one. 13 00:00:33,025 --> 00:00:36,025 All we need to do is we just need to go ahead and go over here in our 14 00:00:36,025 --> 00:00:36,725 generation. 15 00:00:38,225 --> 00:00:41,325 And we basically want to go ahead and just make the last to be quite a 16 00:00:41,325 --> 00:00:45,125 bit larger to like the size that we want and then of course is 17 00:00:45,125 --> 00:00:46,925 increased like the amount. 18 00:00:46,925 --> 00:00:48,525 So we are increasing the numbers. 19 00:00:48,725 --> 00:00:51,025 So now you can see that we have like a large patch. 20 00:00:51,125 --> 00:00:55,225 Now once we get to something this large, you do want to introduce a 21 00:00:55,225 --> 00:00:56,225 little bit more variation. 22 00:00:56,225 --> 00:00:57,225 So let me first of all. 23 00:00:58,325 --> 00:01:00,525 Play around a little bit more over here with like the pet show. 24 00:01:00,525 --> 00:01:01,625 Yeah, that's looking pretty good. 25 00:01:01,925 --> 00:01:04,325 But as you can see, everything is pretty much the same height. 26 00:01:04,325 --> 00:01:07,825 There's like some small variation, but it is not very nice. 27 00:01:08,125 --> 00:01:12,825 So, what I'm going to do is I'm going to go to my size scale over here 28 00:01:13,425 --> 00:01:16,725 and just press the little button next to it for our graph. 29 00:01:17,225 --> 00:01:24,225 Let's get started by, first of all deucing our guards B at like the 30 00:01:24,225 --> 00:01:26,625 end and then I'm just going to go ahead and I'm going to make this 31 00:01:26,625 --> 00:01:27,625 really irregular. 32 00:01:28,425 --> 00:01:29,125 Like over here. 33 00:01:29,325 --> 00:01:34,725 Because if you place it very closely together, even though it's goes 34 00:01:34,825 --> 00:01:39,425 from the center, to the outer side, when we place it this close 35 00:01:39,425 --> 00:01:39,825 together. 36 00:01:39,825 --> 00:01:41,225 It kind of like just randomly. 37 00:01:42,925 --> 00:01:45,725 Like what kind of noises randomly randomizes? 38 00:01:45,725 --> 00:01:46,025 Yes. 39 00:01:46,025 --> 00:01:49,525 That's maybe not the best explanation. 40 00:01:49,525 --> 00:01:52,425 But as you can see over here now, we just have like a bunch of 41 00:01:52,425 --> 00:01:54,125 different cars, B and stuff like that. 42 00:01:54,725 --> 00:01:55,725 And let's see. 43 00:01:55,725 --> 00:01:56,525 So rotation. 44 00:01:56,525 --> 00:02:00,125 We don't need to do anything, but we can go into our let's see. 45 00:02:00,125 --> 00:02:02,325 Another skin probably although in our skin. 46 00:02:02,325 --> 00:02:06,725 We might want to just like introduce a few more of like the larger 47 00:02:06,725 --> 00:02:10,925 bits and maybe like push this further out over here so that you have 48 00:02:10,925 --> 00:02:11,825 like a few more of like this. 49 00:02:12,025 --> 00:02:15,725 Lee large gas B here in the defamation. 50 00:02:15,725 --> 00:02:18,325 I just want to go ahead and like mess around with the folding and the 51 00:02:18,325 --> 00:02:20,225 curling like a little bit more curling. 52 00:02:20,225 --> 00:02:21,625 We don't want to do too much. 53 00:02:21,725 --> 00:02:24,325 But once again would like the folding or let's say like a twisting, 54 00:02:24,325 --> 00:02:27,725 you can use over here these sliders if you want. 55 00:02:28,025 --> 00:02:32,925 I quite like to also play around a little bit like my vertex and let's 56 00:02:32,925 --> 00:02:33,025 see. 57 00:02:33,025 --> 00:02:36,525 So we have our orientation over here and our orientation. 58 00:02:36,525 --> 00:02:37,225 We can 59 00:02:38,025 --> 00:02:40,725 Yeah, we can actually play out with our line a little bit by doing 60 00:02:40,725 --> 00:02:45,125 something like this, but just giving it like some Randomness and it 61 00:02:45,125 --> 00:02:46,025 may be at the outer side. 62 00:02:46,025 --> 00:02:49,025 It would be nice if they are like kind of sticking underweight if you 63 00:02:49,025 --> 00:02:51,325 want to stick them out and then over here. 64 00:02:51,325 --> 00:02:56,225 So we just basically add a bunch of random variation like this. 65 00:02:57,825 --> 00:03:01,425 And I can see that everything is just like a lot more irregular, which 66 00:03:01,525 --> 00:03:05,525 will look quite nice for glass and maybe I'm just going to go ahead 67 00:03:05,525 --> 00:03:07,025 and set the last a little bit in. 68 00:03:07,425 --> 00:03:09,325 So there's a little bit denser over here. 69 00:03:09,925 --> 00:03:10,325 So yeah. 70 00:03:10,325 --> 00:03:10,825 Like that. 71 00:03:10,825 --> 00:03:13,625 We can just have like a larger gas patch liked it. 72 00:03:13,625 --> 00:03:17,225 So I'm saying like that like this too much. 73 00:03:17,325 --> 00:03:18,125 So, sorry about that. 74 00:03:18,325 --> 00:03:19,725 But anyway, I'm going to save this. 75 00:03:20,325 --> 00:03:24,325 I'm going to very quickly export this to game and I'm going to call 76 00:03:24,325 --> 00:03:25,725 this basic. 77 00:03:26,625 --> 00:03:28,725 Gasps basic large. 78 00:03:29,425 --> 00:03:32,125 And let's go ahead and press save and press. 79 00:03:32,125 --> 00:03:32,525 Ok. 80 00:03:34,025 --> 00:03:35,625 So that's one should do the trick. 81 00:03:35,625 --> 00:03:37,325 Now if we go ahead and go into Maya. 82 00:03:37,425 --> 00:03:38,325 All we need to do is show. 83 00:03:38,325 --> 00:03:38,925 We have this one. 84 00:03:38,925 --> 00:03:42,225 We can just turn it off, file import. 85 00:03:44,125 --> 00:03:48,625 And set this to large Imports over here C and it is already divided 86 00:03:48,625 --> 00:03:50,725 scaling, or it should be divided scaling. 87 00:03:51,225 --> 00:03:51,725 So J. 88 00:03:51,725 --> 00:03:52,825 Let's double-check. 89 00:03:54,925 --> 00:03:57,325 Oh wait, it's just because we changed it up again. 90 00:03:58,325 --> 00:04:00,925 This is getting more and more confusing by the minute. 91 00:04:01,225 --> 00:04:04,325 So yeah, I'm not going to risk it. 92 00:04:04,325 --> 00:04:07,525 I'm going to scale it up again like this, because else we would need 93 00:04:07,525 --> 00:04:10,925 to go inside of unreal again and then again need to change it. 94 00:04:10,925 --> 00:04:12,325 So that might be a bit Overkill. 95 00:04:12,825 --> 00:04:13,725 So let's just 96 00:04:13,825 --> 00:04:17,925 Poop gets rid of the top group and just rename this and then applied 97 00:04:17,925 --> 00:04:22,925 to its own layer, which will also rename like this. 98 00:04:23,425 --> 00:04:24,725 So that one is fine. 99 00:04:24,725 --> 00:04:26,025 I'm not too worried about this. 100 00:04:26,025 --> 00:04:30,925 I can just go ahead and save my scene and I can export this once 101 00:04:30,925 --> 00:04:35,225 again, grass, basic large and because we can just reuse all of our 102 00:04:35,225 --> 00:04:37,725 materials because we are K using the same thing. 103 00:04:38,025 --> 00:04:40,425 We can simply go into and real over here. 104 00:04:41,925 --> 00:04:42,725 I'm going to. 105 00:04:44,125 --> 00:04:45,925 Import cars. 106 00:04:45,925 --> 00:04:46,925 Basic Lodge. 107 00:04:48,325 --> 00:04:49,925 And that's plus import. 108 00:04:50,825 --> 00:04:52,525 This is double check, Okay, C. 109 00:04:52,525 --> 00:04:55,125 So the skating now works and you can see that it is much larger. 110 00:04:55,425 --> 00:04:59,325 So now if we just quickly, open it up, all we need to do is apply our 111 00:04:59,325 --> 00:05:00,425 correct materials. 112 00:05:00,825 --> 00:05:03,425 And of course, right now, I'm still doing this quite slow because it 113 00:05:03,425 --> 00:05:06,525 is a tutorial, but when you do this outside of the tutorial, this will 114 00:05:06,525 --> 00:05:07,225 go so far. 115 00:05:07,225 --> 00:05:11,025 So then it is no problem to out like variations because within like 10 116 00:05:11,025 --> 00:05:16,125 minutes or like 30 minutes, you can create many different variations. 117 00:05:16,625 --> 00:05:17,125 So we have this, 118 00:05:17,225 --> 00:05:17,925 This one over here. 119 00:05:19,225 --> 00:05:20,725 You can see that it is not as dense. 120 00:05:20,725 --> 00:05:21,625 But that is fine. 121 00:05:22,225 --> 00:05:25,625 I quite like if it is not as dense because of the fading we can always 122 00:05:25,625 --> 00:05:30,125 just go in and like give it a few duplication. 123 00:05:30,125 --> 00:05:32,425 So sorry, this is a selection Buck. 124 00:05:32,425 --> 00:05:34,925 It sometimes happens inside of unreal. 125 00:05:35,025 --> 00:05:37,825 What you need to do is you need to select your original and then you 126 00:05:37,825 --> 00:05:39,325 need to click away again. 127 00:05:41,225 --> 00:05:41,725 Like this. 128 00:05:41,725 --> 00:05:43,125 And then it fixes the buck. 129 00:05:43,125 --> 00:05:44,425 It's really strange. 130 00:05:44,525 --> 00:05:45,825 But it's just an Unreal Engine. 131 00:05:45,825 --> 00:05:47,225 5 is still in the beta. 132 00:05:48,925 --> 00:05:52,225 As of the time of saying this or recording this. 133 00:05:52,625 --> 00:05:53,825 So yeah, but yeah. 134 00:05:53,825 --> 00:05:55,725 Basically now you can see that this is really nice. 135 00:05:55,725 --> 00:05:59,825 We now can have very dense gas and then we basically can have the gas 136 00:05:59,825 --> 00:06:03,125 kind, like fading out like this, with our smaller gas. 137 00:06:03,125 --> 00:06:05,925 And now, what we're going to do is we are also going to create some 138 00:06:05,925 --> 00:06:11,225 more like individual cars, which will be great later on, for example, 139 00:06:11,225 --> 00:06:12,725 for like, in the water and everything. 140 00:06:13,425 --> 00:06:17,125 These are also pretty good for in the water, but those will be even 141 00:06:17,125 --> 00:06:17,525 better. 142 00:06:17,525 --> 00:06:17,925 And also 143 00:06:18,525 --> 00:06:22,425 Like again to fade them out and everything but as you can see here 144 00:06:22,425 --> 00:06:27,425 that is already looking like quite a nice and irregular wild grass 145 00:06:27,425 --> 00:06:28,325 patch over here. 146 00:06:29,025 --> 00:06:33,325 So I'm just going to save my scene once again, and now if we just go 147 00:06:33,325 --> 00:06:36,325 in here, let's pick our. 148 00:06:37,025 --> 00:06:38,425 Let's once again open up. 149 00:06:38,425 --> 00:06:42,425 Let's go file and just open up our glass, basic small again, and then 150 00:06:42,425 --> 00:06:44,025 we can later on also do the large. 151 00:06:44,725 --> 00:06:48,325 Or not or should I no wait, I'm going to start with the gas basic 152 00:06:48,325 --> 00:06:51,025 large because I quite like the variation we added to this. 153 00:06:51,525 --> 00:06:56,325 We are now going to create the because that is individual strains. 154 00:06:56,625 --> 00:06:58,525 It is much more higher Poli. 155 00:06:58,925 --> 00:07:02,925 So you can like want to just keep it quite small, but it does look 156 00:07:02,925 --> 00:07:03,325 really cool. 157 00:07:03,525 --> 00:07:06,325 So I just want to show you how to do those because they are pretty 158 00:07:06,325 --> 00:07:07,025 straightforward. 159 00:07:08,425 --> 00:07:13,325 File save as and let's go ahead and call this Goss on the score. 160 00:07:14,825 --> 00:07:16,825 Complex underscore. 161 00:07:18,225 --> 00:07:20,925 Yeah, let's start with large cars, complex large over here, and then 162 00:07:20,925 --> 00:07:22,325 we'll make the small later on. 163 00:07:23,225 --> 00:07:23,925 There we go. 164 00:07:23,925 --> 00:07:27,325 So that's now, save and what I'm going to do is I'm just going to go 165 00:07:27,325 --> 00:07:34,725 in here and I'm going to basically remove these, then adds a new one. 166 00:07:35,325 --> 00:07:38,025 We just need to have one of these because we only have one material, 167 00:07:38,925 --> 00:07:40,125 just call it glass and press. 168 00:07:40,125 --> 00:07:40,625 Ok. 169 00:07:40,925 --> 00:07:42,125 Now you can see that over here. 170 00:07:42,125 --> 00:07:44,525 Yeah, it will be like an error, but that's no problem. 171 00:07:45,525 --> 00:07:47,725 If you go down into 172 00:07:47,825 --> 00:07:48,425 Your skin. 173 00:07:48,425 --> 00:07:53,625 You can already like get rid of these bits and and then leave one 174 00:07:53,625 --> 00:07:55,725 left, which we can make grass. 175 00:07:57,025 --> 00:07:59,425 And now this can be quite time consuming. 176 00:07:59,425 --> 00:08:01,025 So let's add like a few of them. 177 00:08:02,125 --> 00:08:02,725 It would be nice. 178 00:08:02,725 --> 00:08:03,825 If I actually out the material. 179 00:08:03,825 --> 00:08:07,425 Also, let's go ahead and find our materials. 180 00:08:07,425 --> 00:08:10,825 So we found it in Ms. 181 00:08:10,825 --> 00:08:14,625 And then swamp, cars, I believe is the one that I want. 182 00:08:14,625 --> 00:08:15,325 No, wait. 183 00:08:15,325 --> 00:08:17,125 Swamp cars is not the one that I want. 184 00:08:17,925 --> 00:08:18,925 This one was at all. 185 00:08:18,925 --> 00:08:19,425 What's a grass? 186 00:08:19,425 --> 00:08:20,125 So that's fine. 187 00:08:20,125 --> 00:08:21,225 We can do that later. 188 00:08:23,225 --> 00:08:24,225 It's cup. 189 00:08:24,825 --> 00:08:25,925 That's was the bushes. 190 00:08:25,925 --> 00:08:27,625 So we can we don't need to do that. 191 00:08:28,725 --> 00:08:29,225 Where are you? 192 00:08:29,225 --> 00:08:30,125 It is it just car. 193 00:08:30,125 --> 00:08:32,325 Oh, it's just we just called it cause okay? 194 00:08:32,725 --> 00:08:33,825 Or I just called the car. 195 00:08:33,825 --> 00:08:39,625 So it shouldn't blame you for my own not being able to probably. 196 00:08:40,825 --> 00:08:41,625 Name things. 197 00:08:42,725 --> 00:08:44,225 So we got this kind of stuff. 198 00:08:44,225 --> 00:08:45,225 Yeah, that's all fine. 199 00:08:45,325 --> 00:08:46,525 So we got that imported. 200 00:08:46,625 --> 00:08:47,925 So we now just need to go in here. 201 00:08:48,425 --> 00:08:51,425 You basically want to go ahead and mostly focus on these areas. 202 00:08:51,425 --> 00:08:55,125 So I'm going to just have a very quick time lapse where I will be 203 00:08:55,425 --> 00:08:58,925 setting up all of these little meshes and we are going to go for like, 204 00:08:58,925 --> 00:09:00,825 five, probably five different meshes. 205 00:09:01,425 --> 00:09:03,625 Most of them are going to be in the green areas. 206 00:09:04,025 --> 00:09:06,025 So let's kick in the time lapse right now. 207 00:10:21,325 --> 00:10:23,925 Okay, so, all of our matches have now been audits. 208 00:10:24,225 --> 00:10:27,625 So now, I honestly, all I need to do is I need to go to Glass set. 209 00:10:27,625 --> 00:10:30,125 My mesh to mesh cut out over here. 210 00:10:30,325 --> 00:10:31,525 So, this is the first one. 211 00:10:32,225 --> 00:10:35,525 As you can see, it looks like that we went quite white with our meshes 212 00:10:36,025 --> 00:10:39,125 in this case, but that is just going to be because of the scaling most 213 00:10:39,125 --> 00:10:39,625 likely. 214 00:10:40,125 --> 00:10:42,525 So, what I want to do is I just want to go ahead and I want to give 215 00:10:42,525 --> 00:10:42,825 it. 216 00:10:43,725 --> 00:10:45,025 A few different meshes. 217 00:10:45,025 --> 00:10:51,725 So let's do gosh, number two, because number three, grass number, for 218 00:10:52,725 --> 00:10:55,625 class number 5, and actually went with like one extra. 219 00:10:57,125 --> 00:10:59,225 Grass number 6 over here. 220 00:10:59,625 --> 00:11:01,225 Okay, so we got that stuff. 221 00:11:02,325 --> 00:11:03,925 See, it is very white white. 222 00:11:03,925 --> 00:11:04,325 Now. 223 00:11:05,125 --> 00:11:08,125 What I would recommend is so first of all, let's go ahead and go into 224 00:11:08,125 --> 00:11:10,725 our generation over here. 225 00:11:10,725 --> 00:11:13,125 So, our size scalar is fine. 226 00:11:13,325 --> 00:11:15,025 It's probably like meant to be like that. 227 00:11:15,225 --> 00:11:18,125 But I think what is going on is it is probably offered C. 228 00:11:18,125 --> 00:11:22,025 So, let's go to orientation and then here in the vertex amount. 229 00:11:24,725 --> 00:11:25,525 And she okay. 230 00:11:25,525 --> 00:11:29,325 So that's not the one that's see twisting twisting is also causing 231 00:11:29,325 --> 00:11:32,125 some problems because we are twisting it. 232 00:11:32,125 --> 00:11:35,525 Like we really strongly in the previous one but these ones here. 233 00:11:35,525 --> 00:11:36,525 See there we go. 234 00:11:36,825 --> 00:11:37,425 These ones. 235 00:11:37,425 --> 00:11:42,025 We cannot do that strong of a twisting because then since they are 10 236 00:11:42,025 --> 00:11:44,225 and they have less geometry, they will simply look bad. 237 00:11:44,825 --> 00:11:47,125 So that's looking better. 238 00:11:47,125 --> 00:11:50,125 Now see we also have a folding over here. 239 00:11:51,325 --> 00:11:55,825 Which interestingly enough it is all going into like a strange 240 00:11:55,825 --> 00:11:56,325 location. 241 00:11:56,325 --> 00:11:58,025 It's played out to the angle little bit more. 242 00:11:58,725 --> 00:12:00,125 Oh turn on two-sided. 243 00:12:00,125 --> 00:12:00,625 There we go. 244 00:12:00,625 --> 00:12:02,925 That's will matter quite a bit. 245 00:12:03,125 --> 00:12:06,325 And with these ones I'm going to set my size scale a little bit 246 00:12:06,625 --> 00:12:07,825 smaller over here. 247 00:12:08,525 --> 00:12:11,725 I'm going to also make these little bit more condensed. 248 00:12:11,725 --> 00:12:12,925 Like you can see like this. 249 00:12:14,225 --> 00:12:17,025 However, let's turn also reduced in number because else this becomes a 250 00:12:17,025 --> 00:12:17,825 bit Overkill. 251 00:12:18,325 --> 00:12:20,825 So right now we are sitting at like 1500 twists. 252 00:12:21,225 --> 00:12:26,025 So, let's see if we can get to like a thousand or something like that. 253 00:12:26,725 --> 00:12:28,925 To be quite nice thousand. 254 00:12:28,925 --> 00:12:30,325 Might seem very like. 255 00:12:30,325 --> 00:12:36,225 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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