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Okay, so let's continue with our swaps or bushes over there.
2
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And yeah, this one is definitely like less straightforward and for
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example, grass, or this kind of stuff or even IV because, yeah, you
4
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guy like me to play around with it.
5
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So, if I have a look at this, I don't really mind these bits too much
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although I want to pinch off this sides.
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So we are now basically going to go back and forth non-stop.
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So we basically go in here and we just keep fixing stuff.
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So the first thing I want to fix is our
10
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to go into my trunk and I want to then go get rid of this.
11
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Let's go into my scale and I'm going to go ahead and then like the
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cough of my scale.
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I'm just going to
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Oh, hello.
15
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Maybe I need to do my maybe I need to do to my radius.
16
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I think that might be better.
17
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Let's go into our skin radius.
18
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Here, we do it like a little bit already.
19
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That's odd a point here.
20
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And then
21
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Sounds just like in the site.
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Yes, like that.
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And I'm going to go ahead and let's see.
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Yeah, that should work.
25
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I still don't really like having these pieces over here, but I get
26
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Yeah, that I might not be able to do much about it except for, of
27
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course, clicking on it.
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And then going into note.
29
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Which still gives me like a strange bug.
30
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Maybe the bug is when I hide my branch is that it works.
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Better here that it then it works.
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So I don't know why but you should be able normally.
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Two.
34
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Push this down but it seems like on our way it is because we are back
35
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in generator mode.
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There we go.
37
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Yeah, see, I don't know what this is.
38
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It might be like just a small problem or anything like that because
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you can see that it does allow us to move the trunk.
40
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So I guess that the Tog maybe it's like less settings.
41
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Although I cannot remember that because there's no skill sets anymore.
42
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So I'm just going to avoid it.
43
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Sorry about that.
44
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I don't know exactly why it is doing that.
45
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But yeah, we just need to work with what we got.
46
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Okay, I'm gonna go in my Leafs and I'm going to make my bunches quite
47
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a bit less.
48
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I'm going to go for like two and then if we just go and have a look.
49
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So if I look at it from like this site.
50
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Yeah, you know what?
51
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I'm going.
52
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You know, what?
53
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I'm going to do.
54
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I'm going to do it, probably bit different.
55
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If I look at this, I can never see the large one.
56
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So it might actually be beneficial for us to Simply hide them.
57
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Who actually know that will not go over well down at the bottom, does
58
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it?
59
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That's unfortunate.
60
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Then we can always if we want to we can cut them off inside of Maya.
61
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That would probably like bees sting.
62
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Also these punches, they don't go down very far down here.
63
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So, let's see if we go to generate on a branch.
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Oh, no, just had to the first so maybe if I just push down to get like
65
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a more favorable position like this,
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And then the last, you know, we also just want to like push this up a
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little bit.
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There we go.
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Okay, I don't like this too much, why I would, this is a really tricky
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one to get, right.
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So let's say that we stay with this for now and I will just like tone
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the generate later on.
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The next thing that I want to do is I probably do not want to do the
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same as with our IV, where we need to go on like a collision unless
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that my unless that maybe looks good.
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So, let's try it collision and then leave and that's it.
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This to like 200.
78
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You see, even adding even if I go like 500.
79
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It would not be able to pop.
80
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It does look nice in a way, but I'm not sure if this able to properly
81
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catch every little bit.
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But it does look nice because it looks more organized like this.
83
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Another thing that I want ice, what if I just start my leaves to my
84
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punches over here because technically these are also branches.
85
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So I just wanted to see, it does mean that it gets extend out less.
86
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So maybe in the end it might not be as nice compared to this.
87
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No.
88
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Okay.
89
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So let's have a look.
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I quite like the Collision in a way.
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I'm gonna go ahead and I'm going to
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Set.
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My debts is really annoying that we are not able to probably change
94
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that stuff.
95
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I'm going to basically I want to push my last down a little bit so
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that they are not sticking out too far.
97
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So let's say that we have something like this.
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It might it might seem like there's a lot of gaps in here.
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But if you look at it in in real, you can already see that it is
100
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really hard to look to it because of the Shadows.
101
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So I hope that the same will happen right now.
102
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So let's do this one as a prototype.
103
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Let's do a
104
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Yeah, okay.
105
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Let's just do a save if this still, if this does not work.
106
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Well, then I would probably end up recording.
107
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This recording this.
108
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So then you are guys will not even see what I'm telling you right now.
109
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But if you do see this, it worked out.
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So just know that.
111
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Let's go ahead and let's now go into Maya so six.
112
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Let's keep that in mind that we set this 26.
113
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And I'm just going to do this very important or very fast.
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So, we have this one.
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six, Gopi, ungroup, deletes based
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Excuse me.
117
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Oh, it's because the scaling went one for some reason.
118
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Six.
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I said, thank you.
120
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Let's try it again.
121
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I'm group-based.
122
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I would date.
123
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And sign.
124
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And expertise.
125
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So it goes quite quickly.
126
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Now, I can see those punches anymore.
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That's interesting.
128
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I wonder.
129
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And wonder why they are because it did not hide them, but we'll see.
130
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So, let's go ahead and go in here, and we basically just go to a scope
131
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and I'm going to plus G to basically turn off my selection.
132
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And I just want to re-import a see what it does.
133
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Let's just press done.
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Okay, so that does look a little bit better.
135
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So as you can see here, that this little bit more organized and these
136
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bunches do actually look like, they are kind of stretching out like
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this.
138
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Now.
139
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I just want to see if I even need.
140
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Do I need two barges?
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Let's hide.
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Yeah, okay, so I do need to punches because else it will be too
143
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obvious that we do not have those the sticking out is looking good.
144
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So I'm happy with that.
145
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So from a distance, also, how does this read?
146
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Pretty good?
147
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And if I just very quickly, also, try it out with our painting because
148
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that looks often a little bit better.
149
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So if we go in here and set the scaling to like, 0.7 and 1.3.,
150
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And the density, I'm just going to set to like three armed for now.
151
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Let's go ahead and go to paint.
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You'll see.
153
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So this is what I mean.
154
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That's because the distance field Shadows work differently.
155
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Okay, so that is looking pretty good.
156
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So if we like, when we cluster it, it does look quite nice as a
157
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standalone.
158
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It does not look as nice.
159
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Yo, you really want to like clusters but we are going to have another
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version of this.
161
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So the only thing I would say is when having this is, I'm going to
162
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move them a little bit closer together.
163
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And I think, I think we are done ready for this one.
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So I'm going to go in here, go to my trunk and I'm going to set the
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last a little bit closer together.
166
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Oh gosh, that's way too close.
167
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Let's do like 0.2.
168
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Maybe like 0.3.
169
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And then maybe set the branches to like 12 to maybe if we are at a few
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more and then compute its Computing.
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All of the collisions.
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That's why it is taking so long.
173
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Okay, I think that does the trick down here.
174
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We do have like a few leaves that are sticking out.
175
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Now, you can always, of course, try to
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go in here and set like the first back to zero, but the trick the
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thing is that it didn't often does not.
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Oh here this time.
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It is even worse pushes up.
180
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But but it doesn't really matter like we can remove these inside of my
181
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outfit is needed.
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So, okay, so we got this one.
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I'm going to make one last thing.
184
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I'm going to set the number of punches 217 probably just to fill it up
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a little bit more.
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hopefully, at least
187
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Let's do 25.
188
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Actually that's filled up like quite a bit more.
189
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Give it a second over here.
190
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Okay, see, so now it becomes a little bit difficult to see through
191
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them.
192
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So we got this stuff now, definitely, if you can see over here, we
193
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have one point four million.
194
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So our leaves right now are 1.4 million, which is an insane number.
195
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Oh, no, wait, it seems like an insane number.
196
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I mean, because of the Collision, so a bunch of good.
197
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So, what we are going to do now is I'm probably going to leave these
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as geometry.
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Because they are quite clearly visible still.
200
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And I think they are like quite an important.
201
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But, however, for these other parts, as we can use the IV stuff.
202
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So we have a bark over here.
203
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That's fine.
204
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We are just going to go ahead and create a new material and we will
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call this one bunch.
206
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And in a bunch material, we are going to just add the same as IV
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material.
208
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So let me just navigate to it.
209
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So here we have our IV, bark, and Ivy, come on normal over here.
210
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So that is fine and two-sided.
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And then if we go ahead and go into our meshes, we want to go probably
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edit on this mesh or not.
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Just go in here, and we have our
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Punch.
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Cut out.
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That's this one, right?
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Yes, punch.
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Cut out that.
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So that's the correct one.
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Let's just go ahead and navigate to it.
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Yes.
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I want to go ivy.
223
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Tim Branch, I think that's the one.
224
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Yes, that's the one I need.
225
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No, I do not need to find elodie matches.
226
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Let's go ahead and set this to what is it.
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C up my see - up left-handed that looks like to be the one and once
228
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we've done that.
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We can go ahead and go in here.
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And I'm just going to hide this because it is bugging out a little
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bit.
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So we can go into our Branch, we can go ahead and go into our skin and
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set this to be spine, only or spline spine spline only.
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And then I'm going to right-click our geometry and then out like a
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mesh.
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And the mesh is going to be a bunch Branch cut out.
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Okay, so that does this one and then if we just like out some small
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changes, first of all, let's set the radius to be quite a bit thinner.
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And then, what I want to do is I also want to go ahead and go in here
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and just pinched down the ends quite a bit.
241
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Let's see.
242
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So we have those spines ready to go.
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So now they're only like on five twists or 5,000 instead of 21,000.
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He said, Janelle's, I need to do here is our patented these pieces
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over here.
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They do not actually work with these specific branches.
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So let you see if we now have also a leaves on.
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Come on compute.
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Thank you.
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Yeah, here, Caesar departure still there.
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So if you go up, close, you are still able to see them, but they will
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not take an insane amount of geometry.
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So we got that stuff done over here.
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These ones you had a low poly enough.
255
00:12:20,125 --> 00:12:22,825
If you want you can always go to segments and set for example the
256
00:12:22,825 --> 00:12:23,725
radio segments.
257
00:12:24,925 --> 00:12:25,725
To be a little bit less.
258
00:12:25,725 --> 00:12:27,425
If I set these, for example, to like two.
259
00:12:28,825 --> 00:12:30,525
They should give me a lesser.
260
00:12:32,325 --> 00:12:32,825
Amount.
261
00:12:32,825 --> 00:12:35,325
But it becomes a little bit difficult to hear C.
262
00:12:35,425 --> 00:12:38,625
So that should give me like a less lesser radial amount over here.
263
00:12:39,725 --> 00:12:44,925
But in any way, we will be working with our elodie's inside of unreal
264
00:12:44,925 --> 00:12:45,225
for this.
265
00:12:45,225 --> 00:12:48,125
So I'm going to save my scene and let's just call this one done.
266
00:12:48,125 --> 00:12:51,425
So I'm going to go ahead and Export this again, one last time.
267
00:12:52,525 --> 00:12:52,825
Yes.
268
00:12:52,825 --> 00:12:53,925
I want to replace it.
269
00:12:56,725 --> 00:12:57,425
Going here.
270
00:12:57,525 --> 00:12:58,325
So 6.
271
00:12:59,425 --> 00:13:01,425
Keep that in mind Imports.
272
00:13:04,825 --> 00:13:05,425
This one.
273
00:13:06,725 --> 00:13:09,025
I'm going to go ahead and I'm going to scale this to be.
274
00:13:10,325 --> 00:13:11,225
Six.
275
00:13:13,825 --> 00:13:14,525
There we go.
276
00:13:16,425 --> 00:13:17,725
Rotate it up.
277
00:13:20,425 --> 00:13:22,925
Copy name ungroup.
278
00:13:23,225 --> 00:13:24,725
It's quite annoying that is always groups.
279
00:13:24,725 --> 00:13:29,025
But the guy I guess it can also be handy in some cases and then we are
280
00:13:29,025 --> 00:13:31,925
just going to quickly reacts put this over here.
281
00:13:32,825 --> 00:13:35,625
Save our scene going to unreal.
282
00:13:37,525 --> 00:13:40,225
In real, what I will do is here, we have this one's over here.
283
00:13:40,225 --> 00:13:43,625
Let me just paint in like a few more because it will simply update as
284
00:13:43,625 --> 00:13:44,625
soon as we paint in.
285
00:13:45,225 --> 00:13:49,425
So, if we now, go ahead and go down here, we can right-click re-import
286
00:13:49,725 --> 00:13:52,825
and it should also update that and then the branch material be just
287
00:13:52,825 --> 00:13:54,725
want to press done here C.
288
00:13:54,725 --> 00:13:58,225
So it updated, and now it's harder to see through but also as a
289
00:13:58,225 --> 00:14:00,125
standalone it is working quite nicely.
290
00:14:00,125 --> 00:14:02,625
See, so that's that's kind of like, what I was after.
291
00:14:03,325 --> 00:14:04,225
So are we?
292
00:14:04,425 --> 00:14:06,025
We need to do is we just need to grab
293
00:14:06,125 --> 00:14:09,625
Bar Ivy bark and just throw this into a barge material.
294
00:14:10,025 --> 00:14:11,325
So that even up close.
295
00:14:12,625 --> 00:14:15,825
It still shows all of these little branches and all of this Fidelity
296
00:14:16,125 --> 00:14:19,525
while not having is a huge amount of geometry.
297
00:14:20,025 --> 00:14:24,325
I don't know how much we have over here about 8,000 first eight eight
298
00:14:24,325 --> 00:14:26,325
to nine thousand tie angles.
299
00:14:26,825 --> 00:14:30,125
And then once we do like, of course, a LEDs that will be reduced quite
300
00:14:30,125 --> 00:14:30,525
a bit.
301
00:14:31,125 --> 00:14:32,125
So that's looking pretty good.
302
00:14:32,125 --> 00:14:33,025
So we got that one.
303
00:14:34,225 --> 00:14:37,725
And if you want, you can now also create one that has like way less
304
00:14:37,725 --> 00:14:38,125
stuff.
305
00:14:38,125 --> 00:14:39,225
So we still have time left.
306
00:14:39,225 --> 00:14:40,125
So let's do that.
307
00:14:40,825 --> 00:14:41,525
That is
308
00:14:41,725 --> 00:14:43,925
Less dense, so that's like Willie like a fade out.
309
00:14:43,925 --> 00:14:47,125
So we are going to make it smaller, less dense, and stuff like that.
310
00:14:48,425 --> 00:14:53,425
Save this one and then as soon as we've done, that do a save as as a
311
00:14:53,425 --> 00:14:54,625
scrub 02.
312
00:14:56,425 --> 00:14:58,225
And pretty much at that point.
313
00:14:58,225 --> 00:15:01,125
All we need to do is temporarily just hide the leaves because they are
314
00:15:01,125 --> 00:15:02,025
too expensive.
315
00:15:02,525 --> 00:15:06,725
And then if we go to our tongue, we can go to generate.
316
00:15:06,725 --> 00:15:08,625
I'm going to set this probably to like seven.
317
00:15:11,425 --> 00:15:11,825
Hello.
318
00:15:14,225 --> 00:15:15,125
It's having.
319
00:15:15,125 --> 00:15:15,725
There we go.
320
00:15:15,725 --> 00:15:17,425
Seven bit of difficulty.
321
00:15:18,025 --> 00:15:19,025
Let's go spine.
322
00:15:19,025 --> 00:15:22,225
Let's set the absolute to maybe like 0.8.
323
00:15:24,025 --> 00:15:27,025
Okay, this is a bit much that's 0.9 because we can always do like a
324
00:15:27,025 --> 00:15:27,825
little bit of scaling.
325
00:15:28,525 --> 00:15:28,725
Then.
326
00:15:28,725 --> 00:15:29,625
I probably also want to set.
327
00:15:29,625 --> 00:15:33,925
My lady has to compensate for this, 20.00 87.
328
00:15:37,325 --> 00:15:38,725
And now if I quickly
329
00:15:39,825 --> 00:15:42,225
Unhide my leaves and let it generate.
330
00:15:45,325 --> 00:15:46,625
It doesn't generate come on.
331
00:15:46,625 --> 00:15:47,125
There we go.
332
00:15:47,625 --> 00:15:48,325
Okay, see here.
333
00:15:48,325 --> 00:15:50,825
So we have like a quieted dinner one.
334
00:15:50,825 --> 00:15:51,525
So that's fine.
335
00:15:52,625 --> 00:15:55,625
I'm going to probably move my leaves down a little bit for this one.
336
00:15:55,625 --> 00:15:59,825
Lets you see 0.7, again, just to push them down a bit more.
337
00:16:00,825 --> 00:16:02,325
It is almost the same as sinking.
338
00:16:02,325 --> 00:16:03,925
Them only sinking them.
339
00:16:04,325 --> 00:16:07,325
We are not moving along displaying but we are actually just pushing
340
00:16:07,325 --> 00:16:08,325
inside of the spline.
341
00:16:08,625 --> 00:16:11,725
But okay, so that seems like quite a bit less dense.
342
00:16:12,325 --> 00:16:13,725
And lastly.
343
00:16:13,725 --> 00:16:17,325
I'm gonna go to my trunk and I'm probably just going to go ahead and
344
00:16:17,325 --> 00:16:19,125
do like one quick randomizer.
345
00:16:21,025 --> 00:16:21,925
In a generation.
346
00:16:22,625 --> 00:16:26,425
Oh God, I should have turned off my leash for this because this way
347
00:16:26,425 --> 00:16:27,325
too slow with the leaves.
348
00:16:27,325 --> 00:16:30,525
Let's put height trunk and let's try it again.
349
00:16:32,025 --> 00:16:33,925
Let's see this one.
350
00:16:35,325 --> 00:16:36,325
This one.
351
00:16:37,125 --> 00:16:38,025
Let's do this one.
352
00:16:38,025 --> 00:16:40,525
But let's we should maybe like a little bit closer.
353
00:16:40,525 --> 00:16:42,425
So let's hit the last two 0.02.
354
00:16:45,125 --> 00:16:46,825
And now let's unhide are leaves again.
355
00:16:46,825 --> 00:16:48,225
And let's see how that looks.
356
00:16:49,625 --> 00:16:54,225
Yeah, here see so it's real like one of those bushes that are just
357
00:16:54,225 --> 00:16:55,125
started to grow.
358
00:16:55,325 --> 00:16:57,425
So they just start to go to start to get the leaves.
359
00:16:57,625 --> 00:16:59,925
And speaking about just starting to go.
360
00:17:00,025 --> 00:17:03,225
If you want, you can set the size scale off your leaves to like 0.7.
361
00:17:03,225 --> 00:17:06,725
For example, to make them a little bit smaller to really, again put
362
00:17:06,725 --> 00:17:12,825
emphasis maybe even 0.6 that it is quite a young plant, something like
363
00:17:12,825 --> 00:17:13,225
this.
364
00:17:14,025 --> 00:17:16,125
And this is Scott number two so we can save
365
00:17:17,125 --> 00:17:18,725
We can go ahead and we can export this.
366
00:17:18,725 --> 00:17:20,825
And then we also have this completed.
367
00:17:24,425 --> 00:17:27,125
So yeah, 02, that's fine.
368
00:17:27,825 --> 00:17:28,425
Okay.
369
00:17:33,025 --> 00:17:34,325
now, if we go in here,
370
00:17:35,825 --> 00:17:36,725
I just want to go.
371
00:17:36,725 --> 00:17:39,325
Oh, no 11 wrong program.
372
00:17:39,625 --> 00:17:42,625
This one we can go ahead and we can import.
373
00:17:44,125 --> 00:17:44,825
Number two.
374
00:17:46,125 --> 00:17:49,625
Once again, we can still just set this to like six in terms of scale.
375
00:17:49,925 --> 00:17:52,325
Hojae dish, 90 degrees.
376
00:17:53,425 --> 00:17:55,025
And then, all we need to do is copy name.
377
00:17:57,825 --> 00:17:58,825
Paste the name.
378
00:18:00,725 --> 00:18:04,525
And assign it to a layer once again, with the same name, there we go.
379
00:18:04,525 --> 00:18:05,425
So that is that one.
380
00:18:05,425 --> 00:18:07,325
You can see like difference between the two.
381
00:18:07,625 --> 00:18:09,925
So it's quite a big difference, but that's what I wanted.
382
00:18:10,225 --> 00:18:12,625
And now we can just export it and because all of our materials are
383
00:18:12,625 --> 00:18:14,225
already set up, that's always nice.
384
00:18:14,525 --> 00:18:17,825
So that's all we need to do is do some assigning and then we are ready
385
00:18:17,825 --> 00:18:18,425
to go.
386
00:18:19,325 --> 00:18:20,725
So I'm going to go in here.
387
00:18:20,825 --> 00:18:23,625
I'm gonna go exports.
388
00:18:24,925 --> 00:18:30,425
To in Rio to import.
389
00:18:35,225 --> 00:18:36,125
Straggled in here.
390
00:18:38,125 --> 00:18:39,025
Open it up.
391
00:18:39,825 --> 00:18:40,325
I can see that.
392
00:18:40,325 --> 00:18:42,825
I have a gun, the selection bug, but that's already fixed.
393
00:18:43,225 --> 00:18:45,725
So CO2.
394
00:18:49,125 --> 00:18:49,625
Where is our?
395
00:18:49,625 --> 00:18:50,025
No?
396
00:18:50,325 --> 00:18:50,825
Oh wait.
397
00:18:50,825 --> 00:18:52,525
I just use my IV bag for this one.
398
00:18:52,525 --> 00:18:53,025
Didn't die.
399
00:18:53,425 --> 00:18:55,725
I think I just use the IV bag for both of them.
400
00:18:57,625 --> 00:18:58,525
Let me just double check.
401
00:18:59,125 --> 00:19:00,525
I don't know if it matters us.
402
00:19:00,525 --> 00:19:02,025
We can see if it metals or not.
403
00:19:02,325 --> 00:19:02,725
You see.
404
00:19:02,725 --> 00:19:03,925
So I used both of them.
405
00:19:04,325 --> 00:19:08,425
So let's just see if that actually matters or if because it looked
406
00:19:08,425 --> 00:19:10,325
totally fine because it is so dark.
407
00:19:10,825 --> 00:19:13,125
That's probably it because it you cannot really see it because it is
408
00:19:13,125 --> 00:19:14,325
so dark inside of it.
409
00:19:15,025 --> 00:19:17,625
That it seems to be totally fine.
410
00:19:17,625 --> 00:19:22,625
See, even though it does not look very good up close, but honestly,
411
00:19:22,625 --> 00:19:25,125
I'm just going to leave it if it saves an entire texture.
412
00:19:25,125 --> 00:19:25,925
So it says, in the tire.
413
00:19:26,125 --> 00:19:27,825
A base color normally roughness.
414
00:19:28,425 --> 00:19:31,925
Then I'm happy with that and here you can see this one C.
415
00:19:32,525 --> 00:19:36,725
So that's also looking pretty good and also with like occlusion it is
416
00:19:36,725 --> 00:19:37,625
not as intense.
417
00:19:37,625 --> 00:19:40,625
So I quite like that and this would be for example used.
418
00:19:41,725 --> 00:19:45,925
If we walked up like a large amount of bushes, we can go in and we go
419
00:19:45,925 --> 00:19:48,025
for example, duplicate these.
420
00:19:48,925 --> 00:19:51,125
I like fate them out and maybe have like
421
00:19:53,325 --> 00:19:54,925
just like some smaller ones like this.
422
00:19:56,525 --> 00:19:59,325
You may be like sexy, make this one like a little bit bigger.
423
00:19:59,725 --> 00:20:01,325
So that's how you would use these ones.
424
00:20:01,325 --> 00:20:03,125
And also they are just in general.
425
00:20:03,125 --> 00:20:04,525
They are here for variation.
426
00:20:04,625 --> 00:20:08,425
They can add to this variation over here so that if I go in here,
427
00:20:09,525 --> 00:20:13,325
What you can always do is you can always add the second one also and
428
00:20:13,325 --> 00:20:22,325
set this one also to like 0.7 by 1.3 and density 300 because whatever
429
00:20:22,325 --> 00:20:23,825
we have activated it will paint.
430
00:20:23,825 --> 00:20:25,825
So right now we have both of these activated.
431
00:20:26,025 --> 00:20:29,625
So if I go ahead and I just quickly on paint this just to show you.
432
00:20:30,025 --> 00:20:32,125
If I now start painting it will use both of these.
433
00:20:32,125 --> 00:20:36,125
So if I now paint here, see it is going to and that's maybe like a bit
434
00:20:36,125 --> 00:20:39,125
too dense, but it is going to use both of them.
435
00:20:39,625 --> 00:20:44,225
At the same time which once again gives you like a bunch of variation
436
00:20:44,225 --> 00:20:44,725
in here.
437
00:20:45,725 --> 00:20:49,925
You see this like the dinner once and he has like a tick one and then
438
00:20:50,225 --> 00:20:51,025
stuff like that.
439
00:20:51,525 --> 00:20:52,825
So that's all looking pretty good.
440
00:20:52,825 --> 00:20:56,425
You can imagine having this along with like threes and everything and
441
00:20:56,425 --> 00:20:58,625
then it will blend in quite nicely.
442
00:20:59,725 --> 00:21:00,925
Okay, perfect.
443
00:21:00,925 --> 00:21:04,725
So we have that stuff now also done in the next chapter.
444
00:21:04,725 --> 00:21:08,125
What we will do is we will take a quick detour and we will create some
445
00:21:08,125 --> 00:21:10,425
ferns, which is just like a quick blend.
446
00:21:10,425 --> 00:21:11,225
I want to do that.
447
00:21:11,725 --> 00:21:12,325
After that.
448
00:21:12,325 --> 00:21:15,325
We will actually do another pass where we start, by implanting
449
00:21:15,325 --> 00:21:18,625
everything that we've made so far into our tunnel project.
450
00:21:19,125 --> 00:21:23,125
And once that is done, we will continue on to the more bigger foliage
451
00:21:23,125 --> 00:21:24,325
pieces, like trees.
452
00:21:24,725 --> 00:21:28,825
And also how to create a foliage materials so that's the plan for now.
453
00:21:28,825 --> 00:21:30,625
So let's go ahead and continue with this in the next.33511
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