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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:04,925 Okay, so I was going to make like a larger version, but honestly when 2 00:00:04,925 --> 00:00:09,025 I see this because we are not going to be having like really huge 3 00:00:09,025 --> 00:00:10,725 areas of these plants. 4 00:00:11,025 --> 00:00:12,325 This actually looks fine. 5 00:00:12,525 --> 00:00:16,025 So because a larger version it will simply be still the same amount of 6 00:00:16,025 --> 00:00:16,725 polygon count. 7 00:00:16,725 --> 00:00:20,725 So, the only thing that we would save is this number over here. 8 00:00:20,725 --> 00:00:24,725 So, the number of instances, that's what we would say, but honestly in 9 00:00:24,725 --> 00:00:27,025 foliage, if use the folded system, 10 00:00:28,125 --> 00:00:32,025 One hundred or two hundred instances is nothing like you can go towels 11 00:00:32,025 --> 00:00:36,025 and thousands before it starts to struggle a little bit, especially in 12 00:00:36,025 --> 00:00:36,525 religion, five. 13 00:00:36,525 --> 00:00:38,125 It can probably go even higher. 14 00:00:38,625 --> 00:00:42,325 So I'm just going to leave this and I'm going to get started by 15 00:00:42,325 --> 00:00:44,125 focusing on The Cattails. 16 00:00:44,625 --> 00:00:48,225 So for our cat tails, as you can see over here, we will need to have 17 00:00:48,225 --> 00:00:49,025 like unique texture. 18 00:00:49,025 --> 00:00:52,925 But basically what we need to do is we need to make this inside of 19 00:00:52,925 --> 00:00:56,725 Maya, just the top and then the bottom one said, we are basically 20 00:00:56,725 --> 00:00:57,425 going to have 21 00:00:57,625 --> 00:01:01,225 Ocean Speed 3 and then we place the mesh on top of them also in Speed 22 00:01:01,225 --> 00:01:01,625 3. 23 00:01:01,925 --> 00:01:04,725 And then we can still like nicely generate to get like a bunch of 24 00:01:04,725 --> 00:01:06,125 different variations. 25 00:01:06,625 --> 00:01:08,125 I don't know if I have any other here. 26 00:01:08,125 --> 00:01:09,325 I have like another image. 27 00:01:09,625 --> 00:01:11,725 So it basically looks like a corn dog. 28 00:01:11,725 --> 00:01:12,325 That's pretty much. 29 00:01:12,325 --> 00:01:13,625 It would like a little tip. 30 00:01:14,825 --> 00:01:18,025 And if we go inside of my over here, we can just use this. 31 00:01:18,725 --> 00:01:19,725 It's turn off this layer. 32 00:01:20,425 --> 00:01:25,525 Create a new layer and just call this cut tail over here. 33 00:01:26,425 --> 00:01:27,125 And yeah, this 34 00:01:27,525 --> 00:01:28,825 We just can be like, super easy. 35 00:01:28,825 --> 00:01:33,025 So let's do, I don't know, like a cylinder or something like that. 36 00:01:33,325 --> 00:01:35,925 So let's create like a cylinder over here. 37 00:01:37,025 --> 00:01:38,625 Let me just zoom in. 38 00:01:39,525 --> 00:01:43,125 I'm going to set the subdivisions quite low because this is, of 39 00:01:43,125 --> 00:01:44,825 course, going to be quite small. 40 00:01:44,925 --> 00:01:46,825 So let's set this to like 60. 41 00:01:47,025 --> 00:01:48,625 K 6 is too much 9. 42 00:01:49,525 --> 00:01:50,825 Yeah, let's do like nine. 43 00:01:51,425 --> 00:01:55,125 Let's scale this down and up over here. 44 00:01:57,525 --> 00:02:00,725 Yeah, something like this and once again, so the pivot point will be 45 00:02:00,725 --> 00:02:02,125 at the center at the 0. 46 00:02:02,125 --> 00:02:06,225 0, 0 point over here, all because the same counts for painter. 47 00:02:06,225 --> 00:02:07,725 So we just kind of want to have this here. 48 00:02:08,325 --> 00:02:10,725 You want to decide on the thickness just by scaling it? 49 00:02:11,825 --> 00:02:13,025 Yeah, that seems about fine. 50 00:02:13,825 --> 00:02:15,825 And then what I'm going to do is I'm just going to go ahead and select 51 00:02:15,825 --> 00:02:17,425 the top and the bottom Edge. 52 00:02:17,925 --> 00:02:21,325 And I'm going to do control be which like a baffle which for some 53 00:02:21,325 --> 00:02:22,125 reason freesias. 54 00:02:22,425 --> 00:02:26,225 There we go, and I'm going to set, my friction will be high and then 55 00:02:26,225 --> 00:02:31,925 set my segments up like this and let's see. 56 00:02:31,925 --> 00:02:32,625 So, 57 00:02:34,125 --> 00:02:37,325 Yes, I want to do this but I think what I want to do is I want to go 58 00:02:37,325 --> 00:02:41,025 ahead and out to scale this out a little bit more because I feel like 59 00:02:41,025 --> 00:02:42,325 that it was not looking. 60 00:02:44,125 --> 00:02:45,725 Exactly, the way that I wanted to. 61 00:02:46,225 --> 00:02:50,425 Now if we go in here, I have a feeling like that is like a double vert 62 00:02:50,425 --> 00:02:51,525 see here or not. 63 00:02:51,625 --> 00:02:54,425 Oh, no, but just in case what I like to do is I like to do control 64 00:02:54,425 --> 00:02:59,325 shift a merge vertices and then over here make them like really small. 65 00:03:00,425 --> 00:03:04,225 So something like yeah this okay and then you can see like it is like 66 00:03:04,225 --> 00:03:08,425 a tiny little tip always sticking out and I feel like that we can also 67 00:03:08,425 --> 00:03:08,825 create that. 68 00:03:08,825 --> 00:03:11,525 So if we just quickly select this stuff over here, 69 00:03:13,425 --> 00:03:15,725 And maybe like, flatten it. 70 00:03:16,825 --> 00:03:18,825 And like hold shift and then scale it down. 71 00:03:18,825 --> 00:03:20,625 So we are just extruding this out. 72 00:03:22,925 --> 00:03:26,725 And then I'm just going to scale this in and then do something like 73 00:03:26,725 --> 00:03:27,125 this. 74 00:03:28,025 --> 00:03:32,225 And I could just grab this Edge to basically decide if I need to like, 75 00:03:32,225 --> 00:03:33,625 make it maybe like a little bit thinner. 76 00:03:36,125 --> 00:03:37,925 Selection is being bit strange. 77 00:03:38,125 --> 00:03:39,225 So let's make it bitter. 78 00:03:39,225 --> 00:03:41,525 That's make it a bit longer over here. 79 00:03:42,625 --> 00:03:45,325 Okay, so we got that stuff done. 80 00:03:45,425 --> 00:03:47,925 And then what I'm going to do is I'm just going to give it like a few 81 00:03:47,925 --> 00:03:49,325 extra segments over here. 82 00:03:49,825 --> 00:03:51,925 And this is boats that inside of Speed 3. 83 00:03:51,925 --> 00:03:56,025 We can like make some very small changes to this using vertex. 84 00:03:58,725 --> 00:04:04,525 So, I shouldn't say so often using vertex defamation, but also in 85 00:04:04,525 --> 00:04:06,825 here, I just want to make it feel a little bit more organic by 86 00:04:06,825 --> 00:04:11,825 slightly moving around these pieces, and maybe also, like, selecting 87 00:04:11,825 --> 00:04:14,425 few vertices, and just making them little bit less. 88 00:04:16,825 --> 00:04:17,825 Perfect. 89 00:04:19,425 --> 00:04:19,925 Like this. 90 00:04:19,925 --> 00:04:23,725 Because if it is just like a perfect cap shoe almost like a tablet or 91 00:04:23,725 --> 00:04:24,225 something. 92 00:04:25,025 --> 00:04:29,125 And when I say tablet, I mean like as in the medicine form, like then 93 00:04:29,225 --> 00:04:30,025 it just 94 00:04:31,325 --> 00:04:32,725 Does not look as nice. 95 00:04:33,025 --> 00:04:34,325 So let's say, we have something like this. 96 00:04:34,325 --> 00:04:39,225 I'm just going to shift shift, right? 97 00:04:39,225 --> 00:04:39,625 Click. 98 00:04:41,325 --> 00:04:45,025 Shift right click show, you know, I'm just going to go in here soften. 99 00:04:45,125 --> 00:04:48,525 So so having this done. 100 00:04:48,525 --> 00:04:49,425 Why do I keep saying? 101 00:04:49,425 --> 00:04:50,325 I'm so often. 102 00:04:50,825 --> 00:04:51,325 Don't worry. 103 00:04:51,325 --> 00:04:53,325 I do actually realize that I'm doing this. 104 00:04:53,325 --> 00:04:55,525 I but I don't understand why I am doing it. 105 00:04:56,225 --> 00:04:59,525 So I'm going to go ahead and for the top faces. 106 00:05:00,125 --> 00:05:04,925 I'm going to go ahead and do like a heart shading over here, hard 107 00:05:04,925 --> 00:05:05,425 Edge. 108 00:05:06,125 --> 00:05:08,925 And maybe it would be better if we also do that over here. 109 00:05:10,025 --> 00:05:10,425 There we go. 110 00:05:10,425 --> 00:05:11,425 See that from a distance. 111 00:05:13,525 --> 00:05:17,125 Although sometimes you gain like want to keep these at your soft, but 112 00:05:17,125 --> 00:05:20,025 then it will probably translate to everything being soft. 113 00:05:20,025 --> 00:05:22,625 So, let me just quickly add this to my shelf. 114 00:05:24,225 --> 00:05:26,425 I know here C so that does kind of work. 115 00:05:27,425 --> 00:05:29,025 Can this one maybe also be soft. 116 00:05:29,025 --> 00:05:29,225 Yeah. 117 00:05:29,225 --> 00:05:29,725 Yeah, see. 118 00:05:30,025 --> 00:05:32,825 So I only had to make like this Edge over here heart. 119 00:05:33,325 --> 00:05:34,625 But anyway, there we go. 120 00:05:34,625 --> 00:05:37,425 Stat does sky like look like a cat tail as you can see over here. 121 00:05:38,425 --> 00:05:39,325 So that's fine. 122 00:05:40,025 --> 00:05:42,925 The kind of like stuff like a little bit of bending. 123 00:05:43,025 --> 00:05:45,125 We can do a little bit of bending in here. 124 00:05:45,325 --> 00:05:48,725 And the way that I would do that is I would basically just go ahead 125 00:05:48,725 --> 00:05:49,525 and go. 126 00:05:50,225 --> 00:05:53,725 First of all, let's edit my Pivot and move it down a bit. 127 00:05:54,925 --> 00:05:59,125 and then if we go to deform nonlinear bends, 128 00:06:01,525 --> 00:06:03,125 it allows me to set my curvature. 129 00:06:03,125 --> 00:06:04,225 So if I set this to like, 130 00:06:05,325 --> 00:06:05,725 10:00. 131 00:06:09,325 --> 00:06:09,925 Yeah, it's fine. 132 00:06:09,925 --> 00:06:12,525 Like you getting, it doesn't matter in which direction so you can 133 00:06:12,525 --> 00:06:15,825 rotate it and I'm going to set my low bound to zero. 134 00:06:17,125 --> 00:06:21,325 And I'm going to move my bent down a little bit over here and set my 135 00:06:21,325 --> 00:06:24,825 high bound to like to so that it does properly Benton and maybe the 136 00:06:24,825 --> 00:06:28,125 sets to like four or maybe like three or something like that. 137 00:06:28,325 --> 00:06:30,825 There we go, just to give it like a little bit of like a bent just to 138 00:06:30,825 --> 00:06:34,025 make it even more organic and then we basically just remove our 139 00:06:34,025 --> 00:06:34,625 history. 140 00:06:35,425 --> 00:06:38,625 We once again place this properly on like 000. 141 00:06:39,825 --> 00:06:40,925 And that should do the trick. 142 00:06:41,325 --> 00:06:44,325 So the next thing that we would need is really do need like a texture 143 00:06:44,325 --> 00:06:44,825 for this. 144 00:06:45,325 --> 00:06:48,325 And as you can see, so here The Cattails, they are like a brownish 145 00:06:48,425 --> 00:06:53,825 noise texture, so we can probably do this very easily inside of 146 00:06:54,525 --> 00:06:55,525 substance designer. 147 00:06:55,525 --> 00:06:58,725 So, what I'm going to do is I'm going to go ahead and I'm going to 148 00:06:58,725 --> 00:07:01,625 save my chin and I'm going to open up substance designer. 149 00:07:02,925 --> 00:07:03,625 Here we go. 150 00:07:04,125 --> 00:07:07,025 And let's just create a quick new substance graph. 151 00:07:07,025 --> 00:07:10,925 And this time we can set it to metallic office and just call this cat 152 00:07:11,525 --> 00:07:12,025 tail. 153 00:07:13,425 --> 00:07:18,225 And we are going to make the resolution, probably like 512 by 512. 154 00:07:18,225 --> 00:07:19,625 It doesn't need to be very high. 155 00:07:21,225 --> 00:07:23,625 And if you want, you can, of course, make it higher and then lower it 156 00:07:23,625 --> 00:07:24,925 down inside of the engine. 157 00:07:25,225 --> 00:07:27,225 But basically what I'm going to do is I'm just going to have like a 158 00:07:27,225 --> 00:07:31,325 noisy brownish look and that should be more than enough from like a 159 00:07:31,325 --> 00:07:32,025 distance. 160 00:07:32,525 --> 00:07:36,025 So I'm going to go for probably something like this and the way that I 161 00:07:36,025 --> 00:07:38,425 would do that is I would need. 162 00:07:38,525 --> 00:07:39,025 Let's see. 163 00:07:39,025 --> 00:07:41,125 I don't need metallic ambient occlusion or height map. 164 00:07:41,125 --> 00:07:43,325 So I would just need these three Maps over here. 165 00:07:44,725 --> 00:07:48,925 And then for our normal map, let's go into noises. 166 00:07:49,525 --> 00:07:54,625 And let's go ahead and just combine a normal noise. 167 00:07:54,625 --> 00:07:55,125 So over here. 168 00:07:55,125 --> 00:07:56,925 We have like a white noise. 169 00:07:56,925 --> 00:08:01,425 Let's combine a white noise, which is this type of noise and I want to 170 00:08:01,425 --> 00:08:04,725 combine this with like something like a BMW sports tree, for example. 171 00:08:05,325 --> 00:08:08,725 So what you can do is you can add put a space in art again like a 172 00:08:08,725 --> 00:08:09,325 normal note. 173 00:08:09,325 --> 00:08:12,625 We've been over this before and here you can see like different types 174 00:08:12,625 --> 00:08:13,025 of noise. 175 00:08:13,025 --> 00:08:13,525 So we have this 176 00:08:13,625 --> 00:08:15,425 noise and we have this one. 177 00:08:16,325 --> 00:08:20,525 I'm going to have both of them to opengl and make the really strong 178 00:08:20,525 --> 00:08:22,125 noise that we have below here. 179 00:08:22,125 --> 00:08:23,625 Let's make that like quite subtle. 180 00:08:24,425 --> 00:08:27,725 And then this noise we are basically going to combine it and we do 181 00:08:27,725 --> 00:08:33,125 that using a normal combined note, which simply plug this boat in here 182 00:08:33,725 --> 00:08:34,725 set it to high quality in. 183 00:08:34,725 --> 00:08:35,125 There we go. 184 00:08:35,125 --> 00:08:37,725 We do stuff like some general noise and that should be more than 185 00:08:37,725 --> 00:08:38,525 enough for this. 186 00:08:39,825 --> 00:08:40,925 Now for our base color. 187 00:08:40,925 --> 00:08:43,225 You can see that it's pretty much just a brown color. 188 00:08:43,825 --> 00:08:47,625 Occasionally like a little bit of like a darker color in between the 189 00:08:47,625 --> 00:08:48,225 way that we can do. 190 00:08:48,225 --> 00:08:54,025 This is we can go ahead and add a gradient map over here. 191 00:08:54,825 --> 00:08:58,125 And what you can do with Ukraine map is you can plug in a noise, for 192 00:08:58,125 --> 00:09:00,425 example, BMW sports too. 193 00:09:01,425 --> 00:09:03,825 And then in here you can set it. 194 00:09:03,825 --> 00:09:07,725 You can basically assign colors to the gradient values and because 195 00:09:07,725 --> 00:09:10,325 this great fairly goes all the way from black to white. 196 00:09:10,525 --> 00:09:13,525 We can literally use like the entire range but 197 00:09:13,625 --> 00:09:18,825 What a cool thing that you can do is you can go in here and for 198 00:09:18,825 --> 00:09:23,725 example, grab your cat tail, say something like this over here and 199 00:09:23,725 --> 00:09:26,525 then you can press pick gradient and you can actually go near. 200 00:09:26,525 --> 00:09:31,125 You can just pick a gradient and then it will try to pick the colors 201 00:09:31,125 --> 00:09:32,425 for the notes gradient. 202 00:09:32,925 --> 00:09:36,225 So if I just try to do this like a little bit more here, see you can 203 00:09:36,225 --> 00:09:39,225 see that it's trying to pick the colors and you can like what you try 204 00:09:39,225 --> 00:09:40,625 and pick like a nice color. 205 00:09:40,625 --> 00:09:41,125 So, 206 00:09:42,525 --> 00:09:44,425 Only in this case, it looks like that. 207 00:09:45,825 --> 00:09:48,425 These colors are so even that is hard to get. 208 00:09:48,425 --> 00:09:50,025 But let's say that we have this as a base. 209 00:09:50,425 --> 00:09:51,625 We can always go in here. 210 00:09:52,225 --> 00:09:54,025 So I'll make this one like a little bit Browner. 211 00:09:55,025 --> 00:09:57,725 And this one also and then I can go in here and get it. 212 00:09:57,725 --> 00:09:59,225 For example, like, change this color. 213 00:09:59,225 --> 00:10:03,125 I want to make it like a little bit, like a dollar a pound, I can 214 00:10:03,125 --> 00:10:06,025 click again and I get like, make another color. 215 00:10:06,025 --> 00:10:08,525 So I can do something like this and like that I can just fairly 216 00:10:08,525 --> 00:10:09,025 quickly. 217 00:10:10,225 --> 00:10:12,825 Create some general color Searcy. 218 00:10:12,825 --> 00:10:15,125 Maybe I want to have like a little bit of darkness in here. 219 00:10:16,325 --> 00:10:17,325 So we get something like this. 220 00:10:17,325 --> 00:10:20,825 So it's just like a general color but it does still contain that 221 00:10:20,825 --> 00:10:22,725 noisiness in it. 222 00:10:23,625 --> 00:10:25,125 We could add this to our base color. 223 00:10:25,725 --> 00:10:30,825 And now for our roughness, what we can do is we can simply use a 224 00:10:31,125 --> 00:10:36,425 histogram range over here and what you can do with this is if you plug 225 00:10:36,425 --> 00:10:41,125 in a noise like your B&W spots, we can set the range. 226 00:10:41,125 --> 00:10:43,825 So we want to set this quite low so that we don't have like a really 227 00:10:43,825 --> 00:10:45,125 strong contrast value. 228 00:10:46,225 --> 00:10:50,025 And once you've done that, what we can do is we can add a histogram 229 00:10:50,525 --> 00:10:54,925 scan over here which allows us to basically control if we want to make 230 00:10:54,925 --> 00:10:58,225 it very bright or very dull if it is dark. 231 00:10:58,225 --> 00:10:59,825 So black it will look very shiny. 232 00:10:59,825 --> 00:11:03,425 So we want to go for like quite a dull. 233 00:11:03,425 --> 00:11:04,525 Look like you can see over here. 234 00:11:04,525 --> 00:11:08,125 You can also play out a bit more with your contrast and you plug that 235 00:11:08,125 --> 00:11:09,025 into your happiness. 236 00:11:09,525 --> 00:11:13,725 So super simple, super basic, but more than enough for something like 237 00:11:13,725 --> 00:11:14,525 a cat date. 238 00:11:15,625 --> 00:11:18,325 Then what we can do is we can just go ahead and we can save us in over 239 00:11:18,325 --> 00:11:21,825 here, and I'm going to save it in, Texas. 240 00:11:24,025 --> 00:11:26,025 Whoops, cat tail. 241 00:11:29,225 --> 00:11:30,025 And save. 242 00:11:30,225 --> 00:11:34,025 And then we can also export it into the same folder as the target file 243 00:11:34,425 --> 00:11:35,825 and it will always use the same. 244 00:11:35,825 --> 00:11:40,525 Use your saved folder so you can just press export and there we go. 245 00:11:41,125 --> 00:11:42,325 Okay, so that is now done. 246 00:11:42,325 --> 00:11:46,925 So now, if we go back to Maya, we can simply go in here, right? 247 00:11:46,925 --> 00:11:49,725 Click assign favorite material Lambert. 248 00:11:51,525 --> 00:11:55,625 Cola file open up the file. 249 00:11:58,725 --> 00:12:04,125 Navigate to your folder, get tail base color and open it up. 250 00:12:04,925 --> 00:12:07,625 And if you go up here, you can go to text you and then you can see the 251 00:12:07,625 --> 00:12:11,925 texture which right now, probably, because of my UVS is not working. 252 00:12:11,925 --> 00:12:15,725 I think all it is just simply way too dark to be used inside of Maya, 253 00:12:16,125 --> 00:12:18,525 but that doesn't really matter because all I need to do is I need to 254 00:12:18,525 --> 00:12:19,725 go to my UV tool kit. 255 00:12:21,325 --> 00:12:23,525 Oh God, we have not a lot of space. 256 00:12:23,825 --> 00:12:24,525 And in here. 257 00:12:24,525 --> 00:12:28,025 I basically just want to UV unwrap this the way that I'm going to do. 258 00:12:28,025 --> 00:12:32,225 That is I'm going to go ahead and I'm going to see. 259 00:12:33,325 --> 00:12:34,925 Let's go ahead and 260 00:12:37,625 --> 00:12:40,325 First of all, actually, let's first of all just grab the entire model 261 00:12:40,925 --> 00:12:43,725 and let's go to UV and do like a camera-based. 262 00:12:43,725 --> 00:12:46,925 And the reason I'm doing this is to remove any seams and then I want 263 00:12:46,925 --> 00:12:48,125 to grab a seam here. 264 00:12:48,625 --> 00:12:53,025 So just like a nice round bit because else it will just not be able to 265 00:12:53,025 --> 00:12:53,625 break up. 266 00:12:54,125 --> 00:12:58,025 And then I'm also going to go ahead and hold shift and grab a seam 267 00:12:58,025 --> 00:13:01,525 down here, all the way to the top like this. 268 00:13:03,625 --> 00:13:05,025 Except for like the very tip. 269 00:13:05,025 --> 00:13:07,125 So we can hold control like this like that. 270 00:13:07,325 --> 00:13:09,525 And then just do another seam here. 271 00:13:09,825 --> 00:13:13,225 So the way that you can add to see, Miss going to cut and Sue in your 272 00:13:13,225 --> 00:13:15,325 UV tool kit, press cut. 273 00:13:15,325 --> 00:13:17,925 And if you don't have your usual toolkit, you can find it up here 274 00:13:19,625 --> 00:13:20,225 somewhere. 275 00:13:21,125 --> 00:13:25,025 So only wait here tools in the heel, height UV tool, kit or show you 276 00:13:25,025 --> 00:13:25,625 what you'll get. 277 00:13:25,925 --> 00:13:29,825 And now, what we can do is we can simply go to unfold, crease unfold. 278 00:13:30,925 --> 00:13:32,025 That's not unfolded. 279 00:13:32,425 --> 00:13:35,525 And then what I like to do is I like to go to modify and do an organ 280 00:13:35,525 --> 00:13:40,125 shells, just to orient them and then I can just go to modify and again 281 00:13:40,125 --> 00:13:41,325 just do a quick layout. 282 00:13:41,725 --> 00:13:43,225 So now they are also in here. 283 00:13:43,625 --> 00:13:44,225 So that's it. 284 00:13:44,225 --> 00:13:45,825 That's all I really need for this. 285 00:13:46,525 --> 00:13:47,625 So let's now UV unwrap. 286 00:13:47,625 --> 00:13:49,225 You are not really able to see it. 287 00:13:49,425 --> 00:13:53,225 But that is mostly just because the texture is so dark. 288 00:13:53,225 --> 00:13:53,325 Here. 289 00:13:53,325 --> 00:13:56,725 You can see it like a tiny bit, but we are going to balance out this 290 00:13:56,725 --> 00:14:00,125 texture, a little bit later on in real because in my 291 00:14:00,225 --> 00:14:01,425 Say it always looks dark. 292 00:14:02,125 --> 00:14:05,125 When you have dark textures, it, will they look darker than normal? 293 00:14:05,625 --> 00:14:07,925 But anyway, we can go ahead and we can now export this. 294 00:14:08,425 --> 00:14:13,325 And we are going to export this to from zoo. 295 00:14:13,825 --> 00:14:21,325 Let's just do down here, cat's tail underscore top, and Export 296 00:14:21,325 --> 00:14:21,925 selection. 297 00:14:22,425 --> 00:14:23,125 That's fine. 298 00:14:23,725 --> 00:14:27,225 And now, if we go into Speed 3, what we can do is we basically want to 299 00:14:27,225 --> 00:14:28,725 add some branches in here. 300 00:14:28,725 --> 00:14:30,125 So the branches are going to be these 301 00:14:30,225 --> 00:14:33,025 It's and we can just make the colors green. 302 00:14:34,025 --> 00:14:35,625 Although gradient would be nice. 303 00:14:35,625 --> 00:14:36,125 Actually. 304 00:14:39,025 --> 00:14:39,725 Yeah, let's make it. 305 00:14:39,725 --> 00:14:41,225 Let's just make it clean for now. 306 00:14:41,225 --> 00:14:43,525 You probably won't be able to notice the gradient. 307 00:14:43,825 --> 00:14:47,125 So what we're going to do is on our Zone. 308 00:14:48,125 --> 00:14:51,725 We want to go ahead, an art geometry in our branches over here. 309 00:14:52,025 --> 00:14:52,825 Let's just quickly. 310 00:14:53,225 --> 00:14:54,425 Hide my leaves. 311 00:14:56,425 --> 00:15:01,525 And they are not showing the way I expected them to one sec. 312 00:15:01,525 --> 00:15:04,625 Let me just quickly go and add them to the tree. 313 00:15:06,925 --> 00:15:09,525 Oh, wait, actually, I think it's better for you to talk. 314 00:15:09,925 --> 00:15:15,525 So it might seem stupid, but let's use a time like this, and let's 315 00:15:15,525 --> 00:15:20,225 just reduce the amount and the length and everything, a lot, and then 316 00:15:20,225 --> 00:15:21,025 we can do that. 317 00:15:21,025 --> 00:15:25,825 So, let's set the absolute link to like one or maybe like a tree and 318 00:15:25,825 --> 00:15:30,025 set the radius, which we can find in skin this time. 319 00:15:30,025 --> 00:15:35,525 I'm starting to remember to, like, 0.1 way lower, even we need to go 320 00:15:35,525 --> 00:15:36,525 like this. 321 00:15:36,625 --> 00:15:37,625 Point zero. 322 00:15:38,825 --> 00:15:41,025 To 0.01. 323 00:15:41,825 --> 00:15:43,325 And then for the tip, 324 00:15:44,425 --> 00:15:48,325 It looks like that the stock actually stays quite thick, so we want to 325 00:15:48,325 --> 00:15:52,725 probably go in here and just move this up a bit to keep it quite thick 326 00:15:52,725 --> 00:15:53,325 like this. 327 00:15:54,225 --> 00:15:55,625 So, we got these pieces over here. 328 00:15:55,925 --> 00:15:59,425 Now, if I go ahead and I add them to my zone. 329 00:16:00,925 --> 00:16:04,825 We get like one of them on each and we can like unhide this and then I 330 00:16:04,825 --> 00:16:05,525 can see that. 331 00:16:05,525 --> 00:16:07,425 I'm still way off. 332 00:16:07,425 --> 00:16:10,725 So let's set the radius 0.005. 333 00:16:12,125 --> 00:16:15,025 Okay, that's just not it doesn't like me doing that. 334 00:16:15,225 --> 00:16:15,725 In that case. 335 00:16:15,725 --> 00:16:19,825 I'm just going to go only to my spline and set the length here. 336 00:16:19,825 --> 00:16:23,725 And I want to basically have two lengths like this and then if we go 337 00:16:23,725 --> 00:16:26,725 into the generate we want to set the number so we are going to go for 338 00:16:26,725 --> 00:16:28,625 like a number of for example 3. 339 00:16:29,725 --> 00:16:32,725 Play out with your first and last two kind of like have them sticking 340 00:16:32,725 --> 00:16:35,125 out a little bit like this. 341 00:16:36,725 --> 00:16:40,925 Actually, let's set the number two like one XD because else it will 342 00:16:40,925 --> 00:16:42,725 probably become a little bit too much. 343 00:16:42,725 --> 00:16:43,725 So let's do one. 344 00:16:44,925 --> 00:16:46,825 Can I can I set my radius any lower? 345 00:16:46,825 --> 00:16:47,925 I kind of like want to go. 346 00:16:49,125 --> 00:16:53,925 Willie 0.007, I can do that six. 347 00:16:54,025 --> 00:16:59,825 I can do that 50k five, that that is probably low enough 0.005. 348 00:17:00,525 --> 00:17:02,825 And now, what we need to do is we just need to mess around with this a 349 00:17:02,825 --> 00:17:03,225 bit. 350 00:17:03,425 --> 00:17:05,025 So if we go to our 351 00:17:06,325 --> 00:17:07,525 Let's go to a spline. 352 00:17:08,825 --> 00:17:10,125 By the way, you can use your gravity. 353 00:17:10,125 --> 00:17:11,425 Also do like bent. 354 00:17:11,425 --> 00:17:12,825 It's a little bit loose like that. 355 00:17:12,825 --> 00:17:15,625 We have very little segments in this probably because of the radius. 356 00:17:16,025 --> 00:17:20,725 Now, you can go to your segment over here and you can try and set the 357 00:17:21,925 --> 00:17:22,325 length. 358 00:17:22,325 --> 00:17:27,625 Segments a little bit higher like this, and it will just give you like 359 00:17:27,625 --> 00:17:30,325 a few more segments, which allow you to do, like some interesting 360 00:17:30,325 --> 00:17:31,225 stuff like bending. 361 00:17:31,825 --> 00:17:35,125 For example, we can go up here and we can see the start angle. 362 00:17:35,125 --> 00:17:36,825 I don't really care about too much. 363 00:17:37,825 --> 00:17:38,325 Cavity. 364 00:17:38,325 --> 00:17:39,225 Also not. 365 00:17:41,925 --> 00:17:44,025 Curling, I don't know. 366 00:17:44,025 --> 00:17:45,825 You get like mess around with that a little bit. 367 00:17:45,825 --> 00:17:46,325 If you want to hear. 368 00:17:46,325 --> 00:17:49,525 I'm going to the, for example, City rights that it's curls a little 369 00:17:49,525 --> 00:17:53,225 bit to the side, but we should also have like the classic ones over 370 00:17:53,225 --> 00:17:53,325 here. 371 00:17:53,325 --> 00:17:54,025 Like the noise. 372 00:17:54,225 --> 00:17:55,525 We have like two early noise. 373 00:17:57,825 --> 00:18:00,225 Which I'm not going to have to intense, and then we have like the late 374 00:18:00,225 --> 00:18:01,125 night over here. 375 00:18:03,725 --> 00:18:07,025 But right now I feel like that is too much because you can see over 376 00:18:07,025 --> 00:18:07,225 here. 377 00:18:07,225 --> 00:18:10,925 They actually don't have any bending, they are like quite strong. 378 00:18:10,925 --> 00:18:15,425 So I'm actually going to go ahead and set my noise amount. 379 00:18:16,325 --> 00:18:17,325 She little bit here. 380 00:18:17,325 --> 00:18:20,225 I'm going to actually reduce it quite a bit and I think I'm just going 381 00:18:20,225 --> 00:18:25,225 to focus mostly on like the breaking and everything, not to breaking 382 00:18:25,225 --> 00:18:25,925 on like the 383 00:18:27,625 --> 00:18:30,225 You're like the girl and maybe like changing it to how to do it. 384 00:18:30,525 --> 00:18:31,725 So I have this. 385 00:18:31,725 --> 00:18:31,825 Now. 386 00:18:31,825 --> 00:18:35,125 The only thing that I want is I want to have like my lengths and I 387 00:18:35,125 --> 00:18:37,025 want to randomize my length. 388 00:18:38,325 --> 00:18:41,225 This one is actually a bit tricky because we only have one. 389 00:18:41,625 --> 00:18:45,725 So, even if I would go in here, I'm not actually able to randomize the 390 00:18:45,725 --> 00:18:50,425 actual length, but because we only have one it would not be dead. 391 00:18:50,925 --> 00:18:53,625 Massive stretch for me to quickly just go in here. 392 00:18:54,125 --> 00:18:59,325 And for example make this length a little bit longer go in here, make 393 00:18:59,325 --> 00:19:02,325 this one like a little bit shorter and like very quickly. 394 00:19:03,925 --> 00:19:06,225 Some extra variation in this kind of stuff. 395 00:19:10,925 --> 00:19:11,725 Like this. 396 00:19:12,125 --> 00:19:14,025 So let's say that we have something like this. 397 00:19:14,025 --> 00:19:14,625 That's fine. 398 00:19:15,225 --> 00:19:18,125 Now what we're going to do is we are going to quickly create a new 399 00:19:18,125 --> 00:19:21,125 material and we will simply call this green. 400 00:19:22,225 --> 00:19:22,625 I press. 401 00:19:22,625 --> 00:19:23,025 Okay. 402 00:19:24,025 --> 00:19:28,225 And in this material, I'm just going to go ahead and set the color to 403 00:19:28,225 --> 00:19:29,225 you guessed it. 404 00:19:29,625 --> 00:19:33,725 We like a greenish color set, the two-sided and can simply drag this 405 00:19:33,725 --> 00:19:36,525 onto your tongue and replace the barge material. 406 00:19:37,125 --> 00:19:37,925 Once we have the color. 407 00:19:37,925 --> 00:19:42,625 We just want to kind, like, see if we can balance it out here C. 408 00:19:43,225 --> 00:19:44,625 So, from a distance. 409 00:19:44,625 --> 00:19:46,425 You probably won't be able to really notice. 410 00:19:48,225 --> 00:19:50,425 Did the dishes like a plain color like that? 411 00:19:50,825 --> 00:19:53,725 I kind of want to make my radius a little bit less, but I don't know 412 00:19:53,725 --> 00:19:54,325 if it's will. 413 00:19:54,325 --> 00:19:56,525 Allow me to see up until 2004. 414 00:19:56,725 --> 00:19:58,225 Okay, it it does allow me to. 415 00:19:58,625 --> 00:19:59,225 That's nice. 416 00:19:59,825 --> 00:20:00,025 Now. 417 00:20:00,025 --> 00:20:02,525 What we're going to do is we're going to basically outer mesh on top 418 00:20:02,525 --> 00:20:03,025 of this. 419 00:20:03,825 --> 00:20:04,925 You probably guessed how to do this. 420 00:20:04,925 --> 00:20:10,025 So we go file and we are just going to import a mesh are set and we 421 00:20:10,025 --> 00:20:13,025 are going to import our Cattail top. 422 00:20:14,625 --> 00:20:16,525 It looks like it's already. 423 00:20:16,925 --> 00:20:20,025 I don't know if I need to align it with the leaf or in the top. 424 00:20:20,025 --> 00:20:20,825 I forgot about that. 425 00:20:20,825 --> 00:20:24,025 So, let's just see what it does right, click assign. 426 00:20:25,325 --> 00:20:28,825 Jones read you selected and do like a mesh geometry over here. 427 00:20:30,725 --> 00:20:34,325 And we need to create a material. 428 00:20:35,525 --> 00:20:40,625 Our new renamed cat's tail press. 429 00:20:40,625 --> 00:20:41,225 Ok. 430 00:20:41,225 --> 00:20:42,825 So this is our cattle material. 431 00:20:43,325 --> 00:20:46,425 Let's immediately also go ahead and just assign a texture. 432 00:20:46,425 --> 00:20:52,725 So we have a base color on normal and if you want your happiness and 433 00:20:52,725 --> 00:20:56,325 then in here, you just want to go ahead and select your Cattail top. 434 00:20:58,025 --> 00:21:01,125 And we can assign this one down here. 435 00:21:01,125 --> 00:21:04,725 So let's do Cattail here then this match. 436 00:21:04,725 --> 00:21:06,225 Okay, so I guess 437 00:21:09,325 --> 00:21:10,225 that is interesting. 438 00:21:13,825 --> 00:21:18,625 So it is not this, it is not probably doing my lock to parents know. 439 00:21:20,025 --> 00:21:21,525 Radial scale, you know. 440 00:21:23,425 --> 00:21:24,825 It is not behaving the way I want. 441 00:21:24,925 --> 00:21:28,325 So what I'm going to do something, first of all, just going to go to 442 00:21:28,325 --> 00:21:31,525 my message and I'm just going to see if I set my or here. 443 00:21:31,525 --> 00:21:32,225 There we go. 444 00:21:32,425 --> 00:21:33,625 That, that was the problem. 445 00:21:33,825 --> 00:21:35,125 So, it was the orientation. 446 00:21:35,125 --> 00:21:39,725 Now, I need to set my orientation to why - up. 447 00:21:40,125 --> 00:21:40,425 Yes. 448 00:21:40,425 --> 00:21:42,425 Why - up they are. 449 00:21:42,625 --> 00:21:46,825 So it's funny when they look this big and we have this. 450 00:21:46,825 --> 00:21:49,125 So I want to turn off my use actual size. 451 00:21:49,125 --> 00:21:53,025 But as always, it just kind of like Grace is out, but it was not. 452 00:21:53,225 --> 00:21:55,225 out, but we can set like our 453 00:21:57,325 --> 00:22:00,225 We need to set our start at this point over here. 454 00:22:00,925 --> 00:22:06,125 So this is a little bit strange that this is grayed out because I 455 00:22:06,125 --> 00:22:11,225 literally just saw it not being great out and I don't actually know 456 00:22:12,325 --> 00:22:16,025 where is there should be like, a size scale over here, but that, it 457 00:22:16,025 --> 00:22:17,225 doesn't, it ignores it. 458 00:22:17,425 --> 00:22:18,725 So, that's the anointing for this. 459 00:22:19,625 --> 00:22:22,125 Don't worry, there is, of course, a way to fix this, but it's a bit 460 00:22:22,125 --> 00:22:23,625 annoying because it means that we need to fix it. 461 00:22:23,625 --> 00:22:26,225 By scaling it inside of Maya. 462 00:22:27,025 --> 00:22:29,525 And I never really liked doing that. 463 00:22:30,825 --> 00:22:31,825 Because we have a rotate. 464 00:22:31,825 --> 00:22:33,025 So our radial scale. 465 00:22:33,025 --> 00:22:36,225 I'm going to set a 1 because I want to keep that as like a default. 466 00:22:38,625 --> 00:22:40,025 Yeah, this one that's fine. 467 00:22:40,025 --> 00:22:42,125 So we can just so go. 468 00:22:42,125 --> 00:22:42,925 Absolute. 469 00:22:44,825 --> 00:22:46,125 Welding segments. 470 00:22:46,125 --> 00:22:46,625 Geometry. 471 00:22:46,625 --> 00:22:47,925 That's all fine. 472 00:22:47,925 --> 00:22:48,925 I don't care about that. 473 00:22:49,325 --> 00:22:49,625 Yeah. 474 00:22:51,125 --> 00:22:51,925 Oh, hello. 475 00:22:52,725 --> 00:22:53,325 Sorry about that. 476 00:22:54,125 --> 00:22:58,725 So we need to go out of a need to do this inside of Maya, because I 477 00:22:58,725 --> 00:23:00,225 don't trust it over here. 478 00:23:00,225 --> 00:23:00,925 It's really strange. 479 00:23:00,925 --> 00:23:02,325 But okay, doesn't matter. 480 00:23:02,425 --> 00:23:05,825 We just need to go Maya and we just need to go ahead and set the 481 00:23:05,825 --> 00:23:07,825 scaling for example to 0.1. 482 00:23:09,825 --> 00:23:11,025 And an override it. 483 00:23:13,225 --> 00:23:17,025 But I know 100% sure that there is a way to actually do the scaling in 484 00:23:17,025 --> 00:23:17,425 here. 485 00:23:17,725 --> 00:23:22,025 I just don't understand why I do not get the scale factor over here. 486 00:23:22,325 --> 00:23:24,125 So maybe I'm just missing something. 487 00:23:25,325 --> 00:23:29,125 This is quite new the meshes to this version. 488 00:23:29,425 --> 00:23:29,625 Here. 489 00:23:29,625 --> 00:23:34,525 See the scaling does not even, it seems to just ignore the scale. 490 00:23:34,725 --> 00:23:37,425 I need to have a quick look because this is unlogical. 491 00:23:37,425 --> 00:23:40,425 So let me just quickly have a look and see where the problem lies. 492 00:23:41,925 --> 00:23:44,325 Okay, so I could not get the mesh to work. 493 00:23:44,325 --> 00:23:46,425 I don't know why I've done it before. 494 00:23:46,825 --> 00:23:50,325 So instead, we are just going to do a little work around and that is 495 00:23:50,325 --> 00:23:52,225 that we are going to use a leaf instead. 496 00:23:52,225 --> 00:23:55,525 So we are going to go to our jumps me to select it and usually leave. 497 00:23:55,525 --> 00:23:59,025 This is basically an older methods for like the very old versions of 498 00:23:59,025 --> 00:23:59,525 Speed 3. 499 00:23:59,525 --> 00:24:01,525 That's where I always used to use this method. 500 00:24:01,925 --> 00:24:05,325 But of course, it means that we need to do a few more settings to get 501 00:24:05,325 --> 00:24:06,225 them to look white. 502 00:24:06,725 --> 00:24:09,925 So we are leaves and then we oughta catch a like, that's no different 503 00:24:09,925 --> 00:24:10,825 because the cattails. 504 00:24:10,925 --> 00:24:15,725 Will simply show over here, whatever geometry we have on the leaf. 505 00:24:16,225 --> 00:24:18,425 The only thing that we then need to do is we need to go to 506 00:24:18,425 --> 00:24:19,325 orientation. 507 00:24:20,525 --> 00:24:22,325 And set the a line 21. 508 00:24:23,525 --> 00:24:26,025 And then we need to go to generate an in here. 509 00:24:26,025 --> 00:24:30,325 We can set our sights scalar down and then basically set the first and 510 00:24:30,325 --> 00:24:36,925 last boat to one also, and when you've done that, you should be able 511 00:24:36,925 --> 00:24:39,525 to now play around a little bit more with the skate. 512 00:24:39,525 --> 00:24:41,725 I we definitely want to change my texture later on. 513 00:24:41,725 --> 00:24:44,125 But yeah, that's pretty much it. 514 00:24:44,125 --> 00:24:48,225 We also we can use like the sink to maybe like seeing them into our 515 00:24:48,225 --> 00:24:52,525 shape a little bit more but that is one way to do like the Cattail and 516 00:24:52,525 --> 00:24:53,225 then play. 517 00:24:53,425 --> 00:24:54,325 To your scale bit. 518 00:24:54,925 --> 00:24:55,725 When I see this. 519 00:24:55,725 --> 00:24:56,925 I feel like I want to 520 00:24:58,025 --> 00:24:58,625 I don't know. 521 00:24:58,625 --> 00:24:59,325 Are they here? 522 00:24:59,325 --> 00:25:03,825 They are never really sticking out this far so well, actually yeah 523 00:25:04,025 --> 00:25:04,825 fifty-fifty. 524 00:25:05,225 --> 00:25:07,025 So I got like once also play around with that. 525 00:25:07,025 --> 00:25:11,325 So what I'm going to do is I'm going to go in here, set my scale, bit 526 00:25:11,325 --> 00:25:11,825 higher. 527 00:25:13,225 --> 00:25:17,225 And then I'm going to just go to my branches and if I go to note, just 528 00:25:17,225 --> 00:25:18,025 want to carefully. 529 00:25:18,025 --> 00:25:18,925 Like click this one. 530 00:25:19,125 --> 00:25:21,725 So let's have this one sticking out, but then let's have this one 531 00:25:21,725 --> 00:25:24,025 behind here, like, quite low. 532 00:25:25,425 --> 00:25:28,425 This one maybe also like a little bit lower than this one. 533 00:25:28,425 --> 00:25:29,325 Maybe even lower. 534 00:25:30,825 --> 00:25:34,125 Yeah, see that feels like it has a bit more variation. 535 00:25:35,025 --> 00:25:37,625 So yeah, okay, it still works. 536 00:25:37,625 --> 00:25:40,425 That's that's the important thing that it works. 537 00:25:40,725 --> 00:25:44,225 So this is basically another technique and this way you cannot get 538 00:25:44,225 --> 00:25:47,525 Tails, but you can also add flowers, whatever you want as a mesh on 539 00:25:47,525 --> 00:25:50,725 the top, that's just use this technique from now on to artem. 540 00:25:51,125 --> 00:25:52,125 So we got this stuff. 541 00:25:52,125 --> 00:25:53,125 That's all fine. 542 00:25:53,425 --> 00:25:58,525 If you want, you can quickly go to designer and go in here and if you 543 00:25:58,525 --> 00:26:00,425 quickly want to like change this color and not 544 00:26:00,625 --> 00:26:02,025 Go in here to, like change it. 545 00:26:02,025 --> 00:26:05,925 You can always add an HTML node, which allows you to basically die, 546 00:26:05,925 --> 00:26:09,825 boost up your brightness, mess around with your situation little bit. 547 00:26:11,025 --> 00:26:13,825 And then if you just go ahead and quickly export it or you can press 548 00:26:13,825 --> 00:26:14,825 out Matic exports. 549 00:26:14,825 --> 00:26:16,325 When outputs change. 550 00:26:16,325 --> 00:26:19,725 What it will do is every time we make a change, it will just export. 551 00:26:21,025 --> 00:26:23,525 But then if we go in here, we should be able to go to like a cat 552 00:26:23,525 --> 00:26:24,025 tails. 553 00:26:24,925 --> 00:26:26,625 I don't think turning them on and off here. 554 00:26:26,625 --> 00:26:28,425 Here, turning them on and off will change that. 555 00:26:28,625 --> 00:26:29,125 And now you can see. 556 00:26:29,125 --> 00:26:32,925 Now the preview looks also a little bit nicer and yeah, we can see 557 00:26:32,925 --> 00:26:34,425 like the normal map and everything working. 558 00:26:34,725 --> 00:26:36,125 So that's pretty good. 559 00:26:36,425 --> 00:26:40,925 I feel like they are a little bit too thick so I'm gonna go in here 560 00:26:40,925 --> 00:26:42,225 and I'm just going to quickly. 561 00:26:43,125 --> 00:26:46,025 You see scale them in like a little bit. 562 00:26:47,625 --> 00:26:48,925 And then export them again. 563 00:26:50,625 --> 00:26:53,925 Now if we go in here we can just go to message and we can just press 564 00:26:53,925 --> 00:26:54,525 reloads. 565 00:26:54,525 --> 00:26:54,825 There we go. 566 00:26:54,825 --> 00:26:59,025 See, let's see, that's is pretty good. 567 00:26:59,025 --> 00:27:00,525 What do I think of the scale? 568 00:27:02,125 --> 00:27:04,525 I think I'm going to make them like a tiny bit smaller. 569 00:27:07,125 --> 00:27:07,625 Like that? 570 00:27:07,625 --> 00:27:08,025 Yeah. 571 00:27:08,125 --> 00:27:08,525 Okay. 572 00:27:08,525 --> 00:27:09,825 So I'm quite happy with that. 573 00:27:09,825 --> 00:27:14,925 So having this done now, we should really do a save as because we've 574 00:27:14,925 --> 00:27:19,825 still been working the top water grass underscore with underscore Kut. 575 00:27:20,525 --> 00:27:22,625 Teh, actually, let's use to cattle. 576 00:27:22,925 --> 00:27:24,525 So what's a grass tall? 577 00:27:25,125 --> 00:27:25,825 Get Taylor? 578 00:27:25,825 --> 00:27:28,725 I don't need to do with so safe. 579 00:27:29,425 --> 00:27:30,525 Perfect. 580 00:27:30,525 --> 00:27:33,125 And now if we go file and we could do like a quick, 581 00:27:34,325 --> 00:27:35,325 Exports game. 582 00:27:38,025 --> 00:27:38,725 Safe. 583 00:27:38,725 --> 00:27:40,725 Okay, that's all normal. 584 00:27:41,625 --> 00:27:44,625 And now, if we go in here, we have a cattail. 585 00:27:44,625 --> 00:27:49,525 And if we just quickly assign it and turn it off, we can go ahead and 586 00:27:49,525 --> 00:27:50,625 getting go file. 587 00:27:50,725 --> 00:27:53,625 Import got so much stuff. 588 00:27:54,025 --> 00:27:55,225 I will clean this up later on. 589 00:27:55,225 --> 00:27:57,725 Don't worry with Cattail. 590 00:27:58,825 --> 00:28:01,025 Going to rotate this. 591 00:28:02,125 --> 00:28:03,425 Go to our outliner. 592 00:28:03,625 --> 00:28:04,525 Once again, like quickly. 593 00:28:04,525 --> 00:28:07,125 Select this Dune ungroup. 594 00:28:07,125 --> 00:28:07,425 Delete. 595 00:28:07,425 --> 00:28:11,525 The old one based is create a new layer. 596 00:28:14,325 --> 00:28:16,825 Assign your objects to layer. 597 00:28:18,325 --> 00:28:21,425 And then look at the previous one and I believe that one has five. 598 00:28:22,025 --> 00:28:26,625 Yeah, so I'm also going to go for like five and just to out like a bit 599 00:28:26,625 --> 00:28:27,325 of variation. 600 00:28:27,325 --> 00:28:31,325 What would be nice is to maybe like a randomize are leaves a little 601 00:28:31,325 --> 00:28:31,525 bit. 602 00:28:31,525 --> 00:28:32,525 Now, I look at it. 603 00:28:33,225 --> 00:28:35,125 So yes, I am actually going to do that. 604 00:28:35,125 --> 00:28:36,625 So sorry about that. 605 00:28:36,625 --> 00:28:39,825 Let's just a redo this a little bit but let's just simply go into our 606 00:28:39,825 --> 00:28:45,625 leaves, then go into all and then if you go to your hand The Miser we 607 00:28:45,625 --> 00:28:47,325 can simply randomize generation. 608 00:28:47,325 --> 00:28:47,625 See 609 00:28:48,825 --> 00:28:49,225 There we go. 610 00:28:49,225 --> 00:28:52,425 And I just randomly generated it to something that I like. 611 00:28:52,925 --> 00:28:56,125 I can just save and that will meaty like, arts and extra change. 612 00:28:56,325 --> 00:29:00,525 And that is also like a, just a nice difference when doing that to 613 00:29:00,525 --> 00:29:04,825 just start some very subtle variation, even though it might be very 614 00:29:04,825 --> 00:29:05,625 hard to notice. 615 00:29:05,625 --> 00:29:07,525 It is still nice to note. 616 00:29:07,525 --> 00:29:08,825 Nice, if you notice it. 617 00:29:09,325 --> 00:29:11,425 So, let's just very quickly redo this. 618 00:29:11,425 --> 00:29:13,225 So import, see, what cigars 619 00:29:14,425 --> 00:29:15,225 It cat tail. 620 00:29:16,425 --> 00:29:18,725 And I'm just going to do this quite quickly at this point. 621 00:29:20,125 --> 00:29:20,825 Over here. 622 00:29:23,025 --> 00:29:28,025 And we could just agree artists and set the scale to 5 and now we can 623 00:29:28,025 --> 00:29:29,725 see that if I look at the old one here. 624 00:29:29,725 --> 00:29:31,225 See they are slightly different. 625 00:29:31,225 --> 00:29:32,325 So that's quite nice. 626 00:29:32,825 --> 00:29:36,125 And now we do of course have a Cattails just sitting in between here. 627 00:29:37,225 --> 00:29:37,825 1 2 3. 628 00:29:37,825 --> 00:29:39,125 Yeah, that's all looking good. 629 00:29:39,625 --> 00:29:40,125 Perfect. 630 00:29:40,125 --> 00:29:44,125 So we can just go ahead and we can save our scene and we can export 631 00:29:44,125 --> 00:29:47,625 this to Unreal with the same name. 632 00:29:48,625 --> 00:29:53,025 And all we need to do in real is we need to quickly re-import or 633 00:29:53,025 --> 00:29:54,025 Imports are. 634 00:29:55,525 --> 00:30:00,525 Cat's tail section over here. 635 00:30:02,925 --> 00:30:07,025 And in our materials, if we go to our solid master, so let's go to 636 00:30:07,025 --> 00:30:11,725 solid Master, create material instance and call this cat tail because 637 00:30:11,725 --> 00:30:13,325 these do not have a mask. 638 00:30:14,625 --> 00:30:15,625 We can quickly. 639 00:30:17,825 --> 00:30:21,225 Oh, hey, we are not using a roughness map for this. 640 00:30:21,225 --> 00:30:22,025 That's interesting. 641 00:30:26,525 --> 00:30:28,025 Let's go ahead and let's go into a solid. 642 00:30:28,025 --> 00:30:29,925 Mastering make it a small change. 643 00:30:30,225 --> 00:30:34,125 So what you want to do with your roughness map, for this is over here. 644 00:30:34,125 --> 00:30:34,825 We have a roughness. 645 00:30:34,825 --> 00:30:39,325 Let's do a static switch parameter. 646 00:30:41,025 --> 00:30:46,425 And what you can do is has roughness, and then if it is false, it will 647 00:30:46,425 --> 00:30:50,925 use my roughness and if it is true, it will use a texture. 648 00:30:50,925 --> 00:30:55,625 So we can go to our Cattail, like use this one as like a placeholder. 649 00:30:58,625 --> 00:31:00,525 Covet parameter have nests. 650 00:31:01,825 --> 00:31:04,825 Here, I set the state 2 and by default we just leave it to false. 651 00:31:05,225 --> 00:31:10,225 But if we do this, now if we save our scene, what will happen is as 652 00:31:10,225 --> 00:31:13,725 soon as we come and safe here. 653 00:31:13,825 --> 00:31:15,725 As soon as we had softness is turned on. 654 00:31:15,725 --> 00:31:17,825 It will use our roughness map, basically. 655 00:31:18,625 --> 00:31:21,725 And then there, you can see your happiness map, and then the actual 656 00:31:21,725 --> 00:31:22,525 roughness over here. 657 00:31:22,525 --> 00:31:25,925 It does not do anything anymore, but that's all good. 658 00:31:26,025 --> 00:31:27,725 So we can go into our assets. 659 00:31:28,625 --> 00:31:32,225 And weekend, I know that we are way over time because we are at 31 660 00:31:32,225 --> 00:31:34,425 minutes already and I like to keep everything. 661 00:31:34,425 --> 00:31:35,325 Always below. 662 00:31:35,325 --> 00:31:39,525 The thirty minutes at the very least, but let's go ahead and import 663 00:31:39,525 --> 00:31:42,725 this and quickly set up. 664 00:31:42,725 --> 00:31:44,625 And then, you know, the drill. 665 00:31:45,425 --> 00:31:50,225 So we go in here materials and we want to basically use our 666 00:31:51,725 --> 00:31:55,925 Tall, water cars swamp, gas. 667 00:31:58,125 --> 00:32:01,125 Green material, we need to do separately. 668 00:32:01,125 --> 00:32:02,825 So we have a cat tail over here. 669 00:32:03,825 --> 00:32:07,925 And then for our green material, what we want to do is we basically 670 00:32:07,925 --> 00:32:10,725 want to go ahead and just create a very simple material. 671 00:32:10,725 --> 00:32:11,025 Right? 672 00:32:11,025 --> 00:32:14,225 Click material, call it green. 673 00:32:15,325 --> 00:32:15,725 Actually. 674 00:32:15,725 --> 00:32:22,125 Let's call it plain underscore master and all you need to do for this. 675 00:32:23,125 --> 00:32:24,325 Is, if you go in here. 676 00:32:26,625 --> 00:32:30,825 Is art a constant tree vector and just go ahead and convert this to 677 00:32:30,825 --> 00:32:32,425 parameter and call this color. 678 00:32:33,625 --> 00:32:37,725 And make it like let's make it white by default. 679 00:32:39,225 --> 00:32:41,325 And our tan s clicks, Caleb ravinder. 680 00:32:42,725 --> 00:32:45,825 That you make that you got a roughness and make this 0.8. 681 00:32:47,725 --> 00:32:48,225 That's it. 682 00:32:48,225 --> 00:32:49,125 That's literally all we needs. 683 00:32:49,125 --> 00:32:50,425 We can just go ahead and save this. 684 00:32:51,625 --> 00:32:54,725 And then what we need to do is we just need to go ahead and right, 685 00:32:54,725 --> 00:32:56,825 click create material, instance, green. 686 00:32:58,325 --> 00:33:01,625 and then apply this to our texture, or to our 687 00:33:02,625 --> 00:33:07,125 Mesh at which point I'm first going to drag in my mesh over here. 688 00:33:09,625 --> 00:33:11,225 We have a selection bug going on. 689 00:33:11,825 --> 00:33:12,325 There we go. 690 00:33:14,225 --> 00:33:14,725 Here we go. 691 00:33:14,725 --> 00:33:16,225 So see, that's looking pretty good. 692 00:33:16,225 --> 00:33:21,425 So we have like a cat tails and then if we go in our material green, 693 00:33:24,625 --> 00:33:28,225 All we need to do is just quickly match up our green color with 694 00:33:28,225 --> 00:33:29,225 something that looks here. 695 00:33:29,225 --> 00:33:32,725 And you can even do like a Color Picker Sears so you can literally 696 00:33:32,725 --> 00:33:35,125 pick on the color to match it up. 697 00:33:36,825 --> 00:33:37,325 And there we go. 698 00:33:37,325 --> 00:33:40,925 So now you won't even notice that, but there are cattails. 699 00:33:41,125 --> 00:33:43,525 We might want to make like the no map little bit stronger and 700 00:33:43,525 --> 00:33:44,725 everything, but 701 00:33:46,725 --> 00:33:50,925 We can just do that by going in here and like, setting this Norm map. 702 00:33:50,925 --> 00:33:51,625 Let's do this one. 703 00:33:51,625 --> 00:33:55,225 That set is 22 and let's set this Norm map to 0.15. 704 00:33:57,525 --> 00:33:59,225 So now you can see that it is quite strong. 705 00:34:00,025 --> 00:34:01,425 So that's one thing that we want to do. 706 00:34:01,425 --> 00:34:03,325 And for the rest. 707 00:34:03,325 --> 00:34:05,425 I'm quite happy with like the color. 708 00:34:07,125 --> 00:34:08,225 How about a roughness? 709 00:34:08,225 --> 00:34:09,925 I want to make my office bit dollar. 710 00:34:11,125 --> 00:34:16,625 So let's go ahead and go in here and set our height range here. 711 00:34:16,625 --> 00:34:21,025 A little bit stronger and then setup position to be a little bit 712 00:34:21,025 --> 00:34:23,225 duller like this. 713 00:34:23,225 --> 00:34:25,425 And now if we just react spots, all of this stuff. 714 00:34:27,825 --> 00:34:29,925 We can go in here and we can simply. 715 00:34:31,225 --> 00:34:33,625 Select all of these and just right-click re-import. 716 00:34:34,125 --> 00:34:34,725 And there we go. 717 00:34:34,725 --> 00:34:36,925 So now we have a stronger no map. 718 00:34:36,925 --> 00:34:39,925 As you can see which makes it look a little bit fuzzy. 719 00:34:40,125 --> 00:34:41,625 And our craft is also fixed. 720 00:34:42,125 --> 00:34:42,825 So that's perfect. 721 00:34:42,825 --> 00:34:46,025 So, we now got this one and now you would just be able to use it. 722 00:34:46,025 --> 00:34:47,125 However you want. 723 00:34:47,125 --> 00:34:50,325 So I forget like a selection box, that happens a lot, all of sudden. 724 00:34:51,725 --> 00:34:54,525 But the nice thing is that, if you would like places pieces in between 725 00:34:54,525 --> 00:34:54,925 here. 726 00:34:56,725 --> 00:35:00,325 You will just occasionally see like a nice cat tail sticking out and 727 00:35:00,325 --> 00:35:01,825 it's like small details like that. 728 00:35:02,025 --> 00:35:03,325 Of course, right now, my 729 00:35:05,025 --> 00:35:06,425 Shadows are a little bit strong. 730 00:35:06,725 --> 00:35:08,325 But if I just look at this here, see 731 00:35:09,625 --> 00:35:11,725 So they they do really fit in there. 732 00:35:11,725 --> 00:35:13,625 That said they would do nicely stand out. 733 00:35:14,625 --> 00:35:18,025 So you are able to like art a bunch of cattails and just paint them 734 00:35:18,025 --> 00:35:18,225 in. 735 00:35:19,025 --> 00:35:20,725 So that's pretty much it for these pieces. 736 00:35:21,225 --> 00:35:22,825 Now in our next chapter. 737 00:35:22,825 --> 00:35:26,825 What we will do is we will focus a little bit more on water plants 738 00:35:26,825 --> 00:35:29,825 which are going to be like the lilies and like that and like little 739 00:35:29,825 --> 00:35:31,925 Lily far, flowers and stuff like that. 740 00:35:32,425 --> 00:35:33,925 So let's go ahead and continue with56573

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