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Okay, so I was going to make like a larger version, but honestly when
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I see this because we are not going to be having like really huge
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areas of these plants.
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This actually looks fine.
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So because a larger version it will simply be still the same amount of
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polygon count.
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So, the only thing that we would save is this number over here.
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So, the number of instances, that's what we would say, but honestly in
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foliage, if use the folded system,
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One hundred or two hundred instances is nothing like you can go towels
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and thousands before it starts to struggle a little bit, especially in
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religion, five.
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It can probably go even higher.
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So I'm just going to leave this and I'm going to get started by
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focusing on The Cattails.
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So for our cat tails, as you can see over here, we will need to have
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like unique texture.
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But basically what we need to do is we need to make this inside of
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Maya, just the top and then the bottom one said, we are basically
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going to have
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Ocean Speed 3 and then we place the mesh on top of them also in Speed
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3.
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And then we can still like nicely generate to get like a bunch of
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different variations.
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I don't know if I have any other here.
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I have like another image.
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So it basically looks like a corn dog.
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That's pretty much.
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It would like a little tip.
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And if we go inside of my over here, we can just use this.
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It's turn off this layer.
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Create a new layer and just call this cut tail over here.
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And yeah, this
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We just can be like, super easy.
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So let's do, I don't know, like a cylinder or something like that.
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So let's create like a cylinder over here.
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Let me just zoom in.
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I'm going to set the subdivisions quite low because this is, of
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course, going to be quite small.
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So let's set this to like 60.
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K 6 is too much 9.
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Yeah, let's do like nine.
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Let's scale this down and up over here.
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Yeah, something like this and once again, so the pivot point will be
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at the center at the 0.
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0, 0 point over here, all because the same counts for painter.
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So we just kind of want to have this here.
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You want to decide on the thickness just by scaling it?
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Yeah, that seems about fine.
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And then what I'm going to do is I'm just going to go ahead and select
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the top and the bottom Edge.
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And I'm going to do control be which like a baffle which for some
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reason freesias.
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There we go, and I'm going to set, my friction will be high and then
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set my segments up like this and let's see.
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So,
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Yes, I want to do this but I think what I want to do is I want to go
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ahead and out to scale this out a little bit more because I feel like
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that it was not looking.
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Exactly, the way that I wanted to.
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Now if we go in here, I have a feeling like that is like a double vert
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see here or not.
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Oh, no, but just in case what I like to do is I like to do control
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shift a merge vertices and then over here make them like really small.
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So something like yeah this okay and then you can see like it is like
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a tiny little tip always sticking out and I feel like that we can also
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create that.
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So if we just quickly select this stuff over here,
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And maybe like, flatten it.
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And like hold shift and then scale it down.
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So we are just extruding this out.
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And then I'm just going to scale this in and then do something like
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this.
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And I could just grab this Edge to basically decide if I need to like,
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make it maybe like a little bit thinner.
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Selection is being bit strange.
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So let's make it bitter.
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That's make it a bit longer over here.
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Okay, so we got that stuff done.
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And then what I'm going to do is I'm just going to give it like a few
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extra segments over here.
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And this is boats that inside of Speed 3.
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We can like make some very small changes to this using vertex.
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So, I shouldn't say so often using vertex defamation, but also in
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here, I just want to make it feel a little bit more organic by
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slightly moving around these pieces, and maybe also, like, selecting
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few vertices, and just making them little bit less.
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Perfect.
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Like this.
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Because if it is just like a perfect cap shoe almost like a tablet or
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something.
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And when I say tablet, I mean like as in the medicine form, like then
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it just
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Does not look as nice.
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So let's say, we have something like this.
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I'm just going to shift shift, right?
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Click.
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Shift right click show, you know, I'm just going to go in here soften.
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So so having this done.
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Why do I keep saying?
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I'm so often.
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Don't worry.
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I do actually realize that I'm doing this.
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I but I don't understand why I am doing it.
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So I'm going to go ahead and for the top faces.
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I'm going to go ahead and do like a heart shading over here, hard
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Edge.
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And maybe it would be better if we also do that over here.
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There we go.
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See that from a distance.
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Although sometimes you gain like want to keep these at your soft, but
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then it will probably translate to everything being soft.
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So, let me just quickly add this to my shelf.
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I know here C so that does kind of work.
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Can this one maybe also be soft.
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Yeah.
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Yeah, see.
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So I only had to make like this Edge over here heart.
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But anyway, there we go.
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Stat does sky like look like a cat tail as you can see over here.
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So that's fine.
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The kind of like stuff like a little bit of bending.
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We can do a little bit of bending in here.
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And the way that I would do that is I would basically just go ahead
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and go.
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First of all, let's edit my Pivot and move it down a bit.
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and then if we go to deform nonlinear bends,
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it allows me to set my curvature.
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So if I set this to like,
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10:00.
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Yeah, it's fine.
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Like you getting, it doesn't matter in which direction so you can
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rotate it and I'm going to set my low bound to zero.
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And I'm going to move my bent down a little bit over here and set my
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high bound to like to so that it does properly Benton and maybe the
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sets to like four or maybe like three or something like that.
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There we go, just to give it like a little bit of like a bent just to
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make it even more organic and then we basically just remove our
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history.
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We once again place this properly on like 000.
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And that should do the trick.
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So the next thing that we would need is really do need like a texture
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for this.
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And as you can see, so here The Cattails, they are like a brownish
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noise texture, so we can probably do this very easily inside of
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substance designer.
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So, what I'm going to do is I'm going to go ahead and I'm going to
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save my chin and I'm going to open up substance designer.
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Here we go.
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And let's just create a quick new substance graph.
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And this time we can set it to metallic office and just call this cat
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tail.
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And we are going to make the resolution, probably like 512 by 512.
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It doesn't need to be very high.
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And if you want, you can, of course, make it higher and then lower it
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down inside of the engine.
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But basically what I'm going to do is I'm just going to have like a
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noisy brownish look and that should be more than enough from like a
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distance.
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So I'm going to go for probably something like this and the way that I
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would do that is I would need.
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Let's see.
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I don't need metallic ambient occlusion or height map.
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So I would just need these three Maps over here.
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And then for our normal map, let's go into noises.
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And let's go ahead and just combine a normal noise.
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So over here.
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We have like a white noise.
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Let's combine a white noise, which is this type of noise and I want to
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combine this with like something like a BMW sports tree, for example.
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So what you can do is you can add put a space in art again like a
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normal note.
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We've been over this before and here you can see like different types
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of noise.
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So we have this
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noise and we have this one.
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I'm going to have both of them to opengl and make the really strong
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noise that we have below here.
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Let's make that like quite subtle.
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And then this noise we are basically going to combine it and we do
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that using a normal combined note, which simply plug this boat in here
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set it to high quality in.
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There we go.
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We do stuff like some general noise and that should be more than
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enough for this.
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Now for our base color.
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You can see that it's pretty much just a brown color.
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Occasionally like a little bit of like a darker color in between the
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way that we can do.
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This is we can go ahead and add a gradient map over here.
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And what you can do with Ukraine map is you can plug in a noise, for
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example, BMW sports too.
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And then in here you can set it.
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You can basically assign colors to the gradient values and because
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this great fairly goes all the way from black to white.
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We can literally use like the entire range but
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What a cool thing that you can do is you can go in here and for
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example, grab your cat tail, say something like this over here and
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then you can press pick gradient and you can actually go near.
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You can just pick a gradient and then it will try to pick the colors
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for the notes gradient.
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So if I just try to do this like a little bit more here, see you can
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see that it's trying to pick the colors and you can like what you try
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and pick like a nice color.
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So,
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Only in this case, it looks like that.
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These colors are so even that is hard to get.
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But let's say that we have this as a base.
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We can always go in here.
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So I'll make this one like a little bit Browner.
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And this one also and then I can go in here and get it.
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For example, like, change this color.
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I want to make it like a little bit, like a dollar a pound, I can
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click again and I get like, make another color.
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So I can do something like this and like that I can just fairly
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quickly.
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Create some general color Searcy.
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Maybe I want to have like a little bit of darkness in here.
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So we get something like this.
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So it's just like a general color but it does still contain that
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noisiness in it.
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We could add this to our base color.
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And now for our roughness, what we can do is we can simply use a
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histogram range over here and what you can do with this is if you plug
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in a noise like your B&W spots, we can set the range.
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So we want to set this quite low so that we don't have like a really
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strong contrast value.
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And once you've done that, what we can do is we can add a histogram
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scan over here which allows us to basically control if we want to make
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it very bright or very dull if it is dark.
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So black it will look very shiny.
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So we want to go for like quite a dull.
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Look like you can see over here.
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You can also play out a bit more with your contrast and you plug that
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into your happiness.
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So super simple, super basic, but more than enough for something like
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a cat date.
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Then what we can do is we can just go ahead and we can save us in over
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here, and I'm going to save it in, Texas.
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Whoops, cat tail.
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And save.
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And then we can also export it into the same folder as the target file
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and it will always use the same.
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Use your saved folder so you can just press export and there we go.
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Okay, so that is now done.
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So now, if we go back to Maya, we can simply go in here, right?
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Click assign favorite material Lambert.
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Cola file open up the file.
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Navigate to your folder, get tail base color and open it up.
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And if you go up here, you can go to text you and then you can see the
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texture which right now, probably, because of my UVS is not working.
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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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