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Okay, so, we are back again.
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That's our usual program.
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So we now have our images.
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So as you can see over here, I just converted the images from hard to
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Jay back because as I said, I'm not too worried about it and you can
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see the images over here.
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So, if I open them up like this, you can see that we created that
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first image, which was just with the lights on top down and this image
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we will use mostly just to create a mask.
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And after that, you have the strong images over here, which you can
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see with our light, just has everything.
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A single point like that.
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So yeah, that's pretty much it.
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So it is quite straightforward.
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And once you've done this now, what we will go over is we will go over
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on how to actually convert this into proper textures.
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Now one thing to keep in mind, as I said, because I'm recording this
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in Winter.
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Literally.
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It's freezing outside right now.
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So I simply do not have any other leaves except for this ivy leaf.
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This means that because I want this planning to actually make this 43
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once I've showed you this process.
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I will simply
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A leaf texture form.
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For example, text.com, and I will use that to show you how to create a
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branches.
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Don't worry.
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It is literally the exact same process.
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The only difference is that, I'm using a slightly different texture.
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So having these textures, I actually ended up and I created for
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different leaves over here.
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So that I also can show you how to actually turn this into an atlas
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because I think that is quite nice to also see the first thing that
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you want to do is when you end up with your jpeg images in your
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You are ready to start editing them is to go ahead and create a new
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document and make it 512 by 512.
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That's more than enough that we need for like at least like something
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like this.
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We don't need a lot of resolution.
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You can go ahead and you can press create.
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And then we have over here.
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This window.
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I do not know why my layers.
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There we go.
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Okay.
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Next thing you want to do is you want to drag in all of your textures
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at the same time.
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So you drag them in.
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And you just passed, okay.
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My take a second to load them all in because I'm shooting at 6K and
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I'm now going to go back to 512 by 512.
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But anyway, so we now have these textures.
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The next thing that I want to do is I just want to make sure that my
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numbering is correct.
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So here, you can see that this bottom One X needs to be here at the
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top.
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So we have 0, 0, 3, 55 56, 57, 58, 59, 60 61 say.
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Okay.
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So that's all correct.
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Next thing that you need to do is you need to select all of them.
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You can get rid of your background, select all of them, right?
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Click free transform and then if you go ahead and you want to hold Alt
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You can go in and you basically want to use nicely Center this Leaf so
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that it is quite large and it is just filling the space.
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So we still want to like use our resolution.
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Just like that over here.
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Okay, then we put can press OK and here we go.
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If you want if you want to make your document around a bit slower, you
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need to do this.
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Anyway.
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A little bit later on, is you want to go up here to selection?
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Select your document and then simply go to image cop.
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And this way it will be cops are all of that outside junk that are
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that is still stored in the memory.
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It will go away and we need to do this because of how we are going to
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import this into substance.
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So now that we have this one, what I want to do is I want to just go
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ahead and go down until we have this one over here, which is our front
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sight.
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Now, as you can see, we do have a few Shadows, but that is not really
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a problem.
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You want to make sure that over here, as I said before, you do not
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want to move your leaves or your camera.
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And this is why because we
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Going to now create a mask and the mask needs to match up with our
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lives.
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So we can go down here and we can grab our quick selection tool.
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If we do not have it.
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You just want to click and hold, and then you can find it here and you
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basically just want to go ahead and click on the outside over here.
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And just select basically everything except for leaf, and don't worry
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about those really small cavities because what I like to do is I like
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to just do like some custom selection on those.
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So I go in here like this.
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Sometimes I do like to go in and just like play around with it.
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But this should be pretty much fine.
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Yes.
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So now, what I like to do is I like to go up here to my polygon,
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select tool, which is the one above it.
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I want to hold alt or shift.
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Let's see is.
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Okay.
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Yeah.
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Well, I want to hold.
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Also.
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We are subtracting it from the selection.
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So I want to hold out and just like these pieces, although it might be
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difficult to see what all the pixels.
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You simply want to mask out stuff.
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That is not your leaf.
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Like this.
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Oh, this time it did not.
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Do I need to hold shift?
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Oh, yeah, because this time I'm on the outside, so I need to hold
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shift so that I'm actually adding it to the selection.
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So something like that.
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So that's great.
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So now that we have this, all we need to do is we need to go down here
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at a solid color and you can make this color white.
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So I tend to just make my leaf black.
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So here, if I do another solid color over here, now, it is black.
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So black and white.
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And this is because of the way that
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Blending modes is turned on, we can always convert it into substance
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if needed.
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So, we have these two over here.
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You can, if you want just merge the layers.
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And once that is done.
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Yeah, you can leave in this Leaf if you want or you can just remove
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it.
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Let's just leave it in just in case.
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Now that this is done.
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All you need to do is you need to go ahead and I'm gonna go in
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customly for our images, and let's do to substance.
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Like this.
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Oops, and let's open up this folder.
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And then what you want to do is we if we go file and do like a save s
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over here.
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We just want to go ahead and we want to save Andy to substance for the
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and you want to save it as a PSD.
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This is really important.
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So, save it.
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As a PSD call it zero, one over here and that is pretty much now done.
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So I need to just go ahead and I need to do this for all four of the
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leave.
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So I will just go ahead and time lapses, but it will not have any
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narration.
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So let's go ahead and click in the time.
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Okay, so we now have a leaves done over here as you can see.
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So we got these for now.
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One thing that you might not have noticed in the time lapse that I
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still want to show you, is that when you import these layers, they are
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smart objects.
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So before you do the copying, you just want to select them press
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right?
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Click and press a Hester has layers.
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And after that, you want to do the copying.
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If you do not do that, then when you select something, all the of this
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information on the outside would still stay even if you cop.
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So just
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The mines.
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But as you can see, we have saved them as psd's.
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And now if we go ahead and go to substance designer, we are going to
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go over on how to exceed turn these into textures and then on how to
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turn them into an atlas.
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So, let's get started with a substance graph and we are going to just
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call it custom.
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Underscore leaves and you want to go ahead and just go for 1024.
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The reason we want to do 1024 is because as I said, we are going to
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turn it into an atlas and we have four leaf textures.
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So that means 512 by 512 by 512 by 512.
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So we press.
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OK.
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And now we can start, let's get rid of the tree view.
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I don't need it.
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Now we go ahead and get started.
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So you want to go ahead and grab your PSD, and let's just do the first
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one import it.
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Now you can do link.
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This one is a little bit quicker to import.
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However, it has the tendency to break your links whenever you want to
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share this file with someone else, which is why I'm going to go ahead
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and go for my simple import resources.
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As you can see.
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These images are supposed to be square.
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If they are not Square, you did not have stretch your layers before
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copying.
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So just keep that in mind.
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And all you need to do is just go ahead and turn off the first one
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over here.
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And honestly, I'm also going to turn off the last one because we don't
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really need that.
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One and then just going to press okay, and then it should import.
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Give two s of course, but there we go.
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Okay, so we have all of these images over here.
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That's totally fine.
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I'm going to go ahead and I'm going to select my bitmap over here.
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And I'm just going to turn this to grayscale because it is a black and
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white image.
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And now, what we can do is we can now go ahead and we can start by
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properly like setting these up.
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So the first thing I need to do is I need to order them and I want to
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go ahead and always work with the top, which is this one over here.
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So, 0, 3, 5 8,
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And then it looks like zero three five, seven.
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I know it's not a top here.
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You can see down here.
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See how 356.
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Okay so 6 7 8.
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So is this working correctly?
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Anyway, 89
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6061.
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62.
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Okay.
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So, it did properly import.
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Sometimes it's likes to shuffle them.
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That's no problem.
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So, if we go this direction, it means that when you go up, we will go
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clockwise.
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So, this is important because the ones that we need is.
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If you go into your library, you want to go down here to scan
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processing and then you have these two you have multi-angle Albedo.
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I believe it is called.
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Yeah, multi-angle tool Albedo and multi-angle to normal.
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Let's go ahead and get started with the multi-angle to Albedo.
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What you want to do is you want to set your samples Mount up.
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And with this one, you can basically convert these images into an
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Albedo map because the lighting comes from different directions.
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What this map is able to do is actually remove all of the lighting
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because it basically, it can see all of the overlapping lighting.
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And then by removing it, it will give us an base color.
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So we basically want to go ahead and go to the first one.
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And honestly, for this one, it does.
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Not matter which order you go in, but I like to still stick with my
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order.
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So, you basically go here and then you can see that slowly, the
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lighting gets removed more and more and more until we have our base
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color over here.
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So that's very easy.
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Now, after you've done that, what you want to do is you do want to go
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ahead and now properly mask out all of these Shadows that we have on
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the background.
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And this is why we created this mask over here.
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So we now have our multi-angle tool beat.
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We did a space in order to blend modes and we want to basically blend
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this with a uniform color and the uniform called that you want to pick
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is if you double click on your Blends, click once on your uniform
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color and egg back, grab the Picker.
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And you want to grab a color similar to your Leaf.
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So that now if you plug in your bitmap, which is your mask, you can
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see that over here.
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It is masking out this Leaf at this point as in terms of cleanup what
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00:13:57,925 --> 00:13:58,325
you want to do.
255
00:13:58,425 --> 00:14:01,325
Do, is you want to click on your bitmap?
256
00:14:02,525 --> 00:14:05,725
Want to alter a quick blurb, high-quality grayscale and just give it
257
00:14:05,725 --> 00:14:09,125
like a very small bit of blur like this.
258
00:14:10,025 --> 00:14:13,725
And then you can either use a histogram scan or you can use a level.
259
00:14:13,725 --> 00:14:16,425
So let's do a histogram scan over here.
260
00:14:17,425 --> 00:14:19,925
And if you go into your position, you can see that.
261
00:14:19,925 --> 00:14:23,025
You can basically go or swing your mask based upon the blurring.
262
00:14:23,625 --> 00:14:26,825
This is nice because what it allows us to do as you can see over here,
263
00:14:27,225 --> 00:14:31,425
is it allows us to basically cut off those really thin, white edges.
264
00:14:31,425 --> 00:14:31,625
That
265
00:14:31,725 --> 00:14:33,825
We sometimes get and there we go.
266
00:14:33,825 --> 00:14:36,125
So now we have this texture at this point.
267
00:14:36,125 --> 00:14:39,925
If you want, you can add an HTML node, which allows you to basically
268
00:14:39,925 --> 00:14:41,825
like play around with your set of aeration.
269
00:14:42,125 --> 00:14:44,525
And we'd like your likeness if you want to go for like a bit more
270
00:14:45,025 --> 00:14:47,925
orange, Chi or yellowish colors or something like that.
271
00:14:48,125 --> 00:14:51,425
And of course if you want to make it lighter or darker or anything
272
00:14:51,425 --> 00:14:57,625
like that, I'm gonna go and set my lightness to publish 0.52 and then
273
00:14:57,625 --> 00:15:00,825
my saturation I'm going to set down to around zero points.
274
00:15:01,625 --> 00:15:06,725
And if for to something like that, oh, that's shows some really
275
00:15:06,725 --> 00:15:07,325
strong.
276
00:15:07,925 --> 00:15:08,925
That is strange.
277
00:15:10,125 --> 00:15:13,425
Oh, the reason that it does that is because these pieces are a little
278
00:15:13,425 --> 00:15:18,925
bit lighter because there are always like a still a few small flexions
279
00:15:18,925 --> 00:15:22,225
or like in Corrections and it just happens because of the lighting.
280
00:15:22,325 --> 00:15:25,625
So it is not the perfect method but it is a good method for like to
281
00:15:25,625 --> 00:15:27,725
quickly capture some leaves.
282
00:15:27,925 --> 00:15:29,625
Some of them will be look better than this.
283
00:15:29,625 --> 00:15:32,825
I think this time probably because the leave is a little bit bent.
284
00:15:32,825 --> 00:15:36,525
It just captured the lighting a little bit too strongly, but honestly
285
00:15:36,525 --> 00:15:37,325
this totally fine.
286
00:15:37,325 --> 00:15:39,425
Like, you will not really notice this
287
00:15:40,425 --> 00:15:43,825
So anyway, you now have this one and this can be considered a final
288
00:15:43,825 --> 00:15:44,925
base color for now.
289
00:15:45,325 --> 00:15:48,325
And then, of course, you also have your mask for it, and this is
290
00:15:48,325 --> 00:15:48,925
pretty much it.
291
00:15:48,925 --> 00:15:53,125
So, if we now want to go ahead and create a normal map, we can do the
292
00:15:53,125 --> 00:15:53,525
same thing.
293
00:15:53,525 --> 00:15:55,425
We can grab the multi-angle to normal.
294
00:15:56,125 --> 00:15:57,925
This one is a little bit more specific.
295
00:15:57,925 --> 00:16:01,825
You need to set the samples amount the normal map format, which we
296
00:16:01,825 --> 00:16:03,225
will use opengl.
297
00:16:03,825 --> 00:16:07,325
I like to always set my intensity to one and then down here.
298
00:16:07,325 --> 00:16:08,825
You need to set the next sample.
299
00:16:08,825 --> 00:16:09,625
Light angle, too.
300
00:16:09,825 --> 00:16:13,325
Clockwise and the first sample we made from the top.
301
00:16:13,325 --> 00:16:14,925
So we need to set this to 90.
302
00:16:15,025 --> 00:16:17,925
So we are basically setting in almost the same settings as that we
303
00:16:17,925 --> 00:16:18,925
used in real life.
304
00:16:19,225 --> 00:16:23,525
We are setting in here and then it is just a matter of going in here.
305
00:16:24,525 --> 00:16:25,025
Tree.
306
00:16:26,425 --> 00:16:27,025
45.
307
00:16:30,925 --> 00:16:33,825
Six, seven and eight.
308
00:16:34,225 --> 00:16:38,325
And as you can see, this will generate a nice Norm map for us, just
309
00:16:38,325 --> 00:16:38,925
like that.
310
00:16:39,125 --> 00:16:42,825
So the norm map is able to like, see all of the veins and yeah, it
311
00:16:42,825 --> 00:16:43,625
looks quite nice.
312
00:16:43,925 --> 00:16:48,325
Although sometimes I do have the tendency that DirectX is the correct.
313
00:16:48,325 --> 00:16:49,225
One in this case.
314
00:16:50,225 --> 00:16:53,125
I don't know if it's maybe like going clockwise.
315
00:16:53,125 --> 00:16:54,225
No, that's not the one.
316
00:16:54,625 --> 00:16:58,425
So sometimes I feel like the urge to invert it because if I look at
317
00:16:58,425 --> 00:17:00,525
the leaves It Feels Like These are actually dancing in.
318
00:17:01,025 --> 00:17:02,925
But this is something you can test out later on.
319
00:17:02,925 --> 00:17:04,125
It's a simple invert.
320
00:17:05,225 --> 00:17:10,425
Next, you want to just blend this, grab your mask again and you want
321
00:17:10,425 --> 00:17:14,925
to blend this using a note that the simply called normal color, which
322
00:17:14,925 --> 00:17:17,625
is just like a plain old map node, and there we go.
323
00:17:18,125 --> 00:17:19,825
So, this is now, the norm f for leaves.
324
00:17:19,825 --> 00:17:21,225
So we also have this one done.
325
00:17:21,825 --> 00:17:22,425
Finally.
326
00:17:22,425 --> 00:17:23,025
You guessed it?
327
00:17:23,025 --> 00:17:25,025
Our roughness roughness.
328
00:17:25,025 --> 00:17:29,925
If we press space and out a gray, scale conversion over here, we can
329
00:17:29,925 --> 00:17:30,325
plug in
330
00:17:30,625 --> 00:17:36,125
Basically our Leaf like this and then we, this is quite easy.
331
00:17:36,125 --> 00:17:37,525
Like, you don't need anything special.
332
00:17:37,725 --> 00:17:43,625
Let's use a histogram range, most likely, so that we can like play
333
00:17:43,625 --> 00:17:45,325
around with the range and position.
334
00:17:47,125 --> 00:17:50,425
Like this or you can use a histogram scan.
335
00:17:50,425 --> 00:17:53,325
That's sometimes also looks quite nice or even just like a levels.
336
00:17:54,625 --> 00:17:55,725
No, I don't like those.
337
00:17:55,825 --> 00:17:56,925
Let's see, go for a levels.
338
00:17:56,925 --> 00:17:59,825
I think a levels gives me a little bit more control in this specific
339
00:17:59,825 --> 00:18:00,225
case.
340
00:18:00,925 --> 00:18:09,525
So the darker it is the more stronger or the more shiny it is so I
341
00:18:09,525 --> 00:18:10,525
don't have to shine.
342
00:18:10,525 --> 00:18:13,825
So I'm just going to play with my levels until I get like something
343
00:18:13,825 --> 00:18:14,625
like this over here.
344
00:18:14,625 --> 00:18:14,925
See.
345
00:18:15,225 --> 00:18:15,625
So it's not.
346
00:18:15,725 --> 00:18:18,225
Too shiny, but it is still looking nice.
347
00:18:19,325 --> 00:18:20,025
And that is it.
348
00:18:20,625 --> 00:18:22,825
Our first Leaf is now completely done.
349
00:18:23,025 --> 00:18:25,125
And now, all we need to do is we need to replicate this.
350
00:18:25,725 --> 00:18:27,625
I'm going to go ahead and first for Save My Scene.
351
00:18:29,225 --> 00:18:31,325
Over here in our custom leave, Texas.
352
00:18:31,325 --> 00:18:32,925
Let's just go at a safe.
353
00:18:34,725 --> 00:18:38,625
And now that our setup is completed, we can pretty much just repeat.
354
00:18:38,725 --> 00:18:41,925
So we basically go ahead and we grab all of these bits over here
355
00:18:41,925 --> 00:18:46,625
except for a mask and we get simply press control, C control V and
356
00:18:46,625 --> 00:18:49,125
then you just want to import number 02.
357
00:18:50,525 --> 00:18:53,425
Turn off the bottom one and this one and just press.
358
00:18:53,425 --> 00:18:53,825
Okay.
359
00:18:56,725 --> 00:19:00,325
And give the second to import and then I did forget that I was going
360
00:19:00,325 --> 00:19:01,725
to do this stuff over here.
361
00:19:02,225 --> 00:19:02,925
So,
362
00:19:04,225 --> 00:19:05,625
Go ahead and grab this ones.
363
00:19:07,825 --> 00:19:08,625
Oh, hey, I'm Miss.
364
00:19:08,625 --> 00:19:10,225
I'm missing something.
365
00:19:12,125 --> 00:19:14,525
Yeah, here I'm missing this entire one over here.
366
00:19:15,225 --> 00:19:16,125
Let's just do that.
367
00:19:17,125 --> 00:19:17,625
Okay.
368
00:19:18,125 --> 00:19:21,925
So now what we can do is we can go ahead and we can grab our
369
00:19:23,425 --> 00:19:24,825
mask to get started.
370
00:19:24,825 --> 00:19:25,725
So turn this into
371
00:19:26,825 --> 00:19:27,825
a gray scale.
372
00:19:28,425 --> 00:19:30,425
So it's really slow to select your mouth.
373
00:19:30,425 --> 00:19:31,525
Your actual Maps.
374
00:19:31,525 --> 00:19:35,025
I don't know why, but turned it into a grayscale and then we can throw
375
00:19:35,025 --> 00:19:38,825
this into our blur and that often is already like the correct setting.
376
00:19:39,325 --> 00:19:41,825
And all I need to do now is I just need to replace.
377
00:19:42,725 --> 00:19:44,825
Looks like this one and this one over here.
378
00:19:45,425 --> 00:19:47,325
And now for these ones, they should be fine.
379
00:19:47,325 --> 00:19:49,825
So I'd like to double-check 0.65.
380
00:19:50,825 --> 00:19:51,725
0.60.
381
00:19:53,325 --> 00:19:57,925
No 0.65 0.67 hurt.
382
00:19:57,925 --> 00:19:58,225
See?
383
00:19:59,525 --> 00:20:01,325
Is this the 10 .60?
384
00:20:04,225 --> 00:20:05,525
Let's do 73.
385
00:20:07,125 --> 00:20:07,925
72.
386
00:20:09,525 --> 00:20:10,425
71.
387
00:20:11,825 --> 00:20:13,025
70-69.
388
00:20:16,225 --> 00:20:17,125
68.
389
00:20:18,625 --> 00:20:19,525
67.
390
00:20:21,125 --> 00:20:21,425
Then.
391
00:20:23,125 --> 00:20:23,425
Oh, yeah.
392
00:20:23,425 --> 00:20:27,925
Yeah, 67-65 so does seems to be like a mismatch, but that might just
393
00:20:27,925 --> 00:20:31,825
be that I created a blurry picture and that I had to remove it.
394
00:20:32,025 --> 00:20:36,225
So that's most likely the case in these type of instances because it
395
00:20:36,225 --> 00:20:40,525
would be stranger if we just missed one, especially because we have
396
00:20:40,525 --> 00:20:40,925
enough.
397
00:20:41,025 --> 00:20:42,825
So I'm just going to go ahead and I'm just going to
398
00:20:44,025 --> 00:20:46,025
Once again, set these up the same way.
399
00:20:54,425 --> 00:20:59,125
Like this and again for the second one.
400
00:21:01,025 --> 00:21:03,225
So, start at the top, oops.
401
00:21:07,725 --> 00:21:08,325
and then,
402
00:21:10,325 --> 00:21:11,425
Just move it down.
403
00:21:17,525 --> 00:21:19,925
And you should end up with eight of them.
404
00:21:20,125 --> 00:21:21,825
And if you don't, then something went wrong.
405
00:21:22,125 --> 00:21:25,525
So now we can see over here here, see how quickly this to just
406
00:21:25,525 --> 00:21:28,625
generate these pieces now because we already have all of the base
407
00:21:28,625 --> 00:21:29,525
settings set up.
408
00:21:29,725 --> 00:21:31,225
So now we also have this one done.
409
00:21:31,425 --> 00:21:33,425
So we can just go ahead and we can grab all of this.
410
00:21:34,225 --> 00:21:37,725
Let's just do a duplicate and let's just get rid of this one map
411
00:21:37,725 --> 00:21:42,125
because that's one is not needed and then we can go ahead and just
412
00:21:42,125 --> 00:21:43,425
import is 0-3.
413
00:21:43,725 --> 00:21:45,525
So let me just move this down a little bit more.
414
00:21:45,825 --> 00:21:46,925
So yeah, it does become quite
415
00:21:47,025 --> 00:21:51,025
Two large calf quite quickly, but that's about it for the rest, should
416
00:21:51,025 --> 00:21:51,725
be quite easy.
417
00:21:51,725 --> 00:21:53,225
So, let's turn off the last one.
418
00:21:54,625 --> 00:21:55,425
And let's pause, okay.
419
00:21:56,925 --> 00:21:58,525
Oh, wait, that might be the case.
420
00:21:59,625 --> 00:22:02,625
No, wait, no that I was thinking like maybe because the one that we
421
00:22:02,625 --> 00:22:04,725
turn off, but I'm not sure.
422
00:22:05,425 --> 00:22:08,125
Anyway, so let's select the bottom mask one.
423
00:22:10,325 --> 00:22:11,625
If it allows me to come on.
424
00:22:13,525 --> 00:22:16,525
For some reason, it does not allow me to select it, which is a bit
425
00:22:16,525 --> 00:22:17,125
strange.
426
00:22:20,425 --> 00:22:21,525
No way that we do not know.
427
00:22:21,525 --> 00:22:22,625
It's allowed me to select it.
428
00:22:22,825 --> 00:22:26,925
Okay, so we set this to a grayscale over here and now we pretty much
429
00:22:26,925 --> 00:22:31,225
just like a very quickly, do a double check 84.
430
00:22:32,425 --> 00:22:35,625
85 87 here.
431
00:22:35,625 --> 00:22:36,225
See we are.
432
00:22:36,325 --> 00:22:40,525
We always miss one for some reason, 89, but for us, it seems all fine.
433
00:22:42,025 --> 00:22:42,725
90.
434
00:22:43,025 --> 00:22:43,425
Yeah.
435
00:22:43,425 --> 00:22:43,525
Yeah.
436
00:22:43,525 --> 00:22:44,825
So for us, it seems all fine.
437
00:22:45,325 --> 00:22:47,625
So I guess as long one, two, three four.
438
00:22:47,625 --> 00:22:51,125
Yeah, as long as we have all of the maps then it should be fine.
439
00:22:53,025 --> 00:22:55,125
So it might have to do with that one image that we keep.
440
00:22:55,125 --> 00:22:58,925
Removing that that is confusing me in the numbering.
441
00:23:00,325 --> 00:23:02,925
Because I just did not give these numbers.
442
00:23:02,925 --> 00:23:04,725
I just left them for my camera.
443
00:23:08,225 --> 00:23:09,725
But okay, so that one is now done.
444
00:23:22,225 --> 00:23:23,825
And now we can do the same over here.
445
00:23:33,025 --> 00:23:34,025
Just like that.
446
00:23:34,125 --> 00:23:36,925
Okay, and let's have a look and see how this one came out.
447
00:23:37,725 --> 00:23:42,225
See noise and flat, almost no lighting, little bit of reflection here
448
00:23:42,225 --> 00:23:44,125
and there but for the rest, it is looking pretty good.
449
00:23:44,625 --> 00:23:47,525
And of course the setup that I do is I did it fairly quickly.
450
00:23:47,525 --> 00:23:51,425
So you can improve the lighting even more by placing your lights
451
00:23:51,425 --> 00:23:52,325
slightly up.
452
00:23:52,325 --> 00:23:55,425
So like moving it slightly upwards instead of moving it down.
453
00:23:55,625 --> 00:23:58,125
I was not able to move it down because then I cannot control my
454
00:23:58,125 --> 00:24:02,025
camera, but if you have someone to help you or you have some way to
455
00:24:02,025 --> 00:24:02,525
control your
456
00:24:02,725 --> 00:24:05,525
Like Bodacious like a click or something.
457
00:24:05,825 --> 00:24:09,425
Then I would recommend always having your light come from a slight
458
00:24:09,425 --> 00:24:10,225
higher angle.
459
00:24:11,525 --> 00:24:11,925
But okay.
460
00:24:11,925 --> 00:24:13,225
So this one is now, also done.
461
00:24:13,725 --> 00:24:17,025
All we need to do now is one last one and then I will show you how we
462
00:24:17,025 --> 00:24:18,925
are creating atlases.
463
00:24:19,925 --> 00:24:21,625
So we have the last one over here.
464
00:24:21,625 --> 00:24:27,225
So you have a for import turn off these last two and press.
465
00:24:27,225 --> 00:24:27,625
Ok.
466
00:24:29,325 --> 00:24:33,225
At this point, I'm not too worried about like the order because it has
467
00:24:33,225 --> 00:24:34,525
not disappointed so far.
468
00:24:35,025 --> 00:24:37,925
So let's grab a mask and throw it down here.
469
00:24:39,125 --> 00:24:41,025
And then simply grab all these textures.
470
00:24:43,725 --> 00:24:45,525
And we can nicely plug them in.
471
00:24:47,225 --> 00:24:48,025
Like this.
472
00:24:54,125 --> 00:24:54,625
Here we go.
473
00:24:54,825 --> 00:24:58,125
And after we have created the atlas, I will show you how to actually
474
00:24:58,125 --> 00:25:03,425
create sponge textures using speedtree and using these custom leaves.
475
00:25:03,625 --> 00:25:03,925
Now.
476
00:25:03,925 --> 00:25:06,825
I will not be using these specific ones because these are Ivy and I
477
00:25:06,825 --> 00:25:11,425
need to create 1483 but it is the exact same concept.
478
00:25:12,125 --> 00:25:13,825
It's just a different Leaf texture.
479
00:25:14,325 --> 00:25:15,325
So we got this stuff done.
480
00:25:15,325 --> 00:25:16,025
Let's have a look.
481
00:25:16,925 --> 00:25:17,325
Yeah.
482
00:25:18,525 --> 00:25:20,225
I'm happy with, that's awesome.
483
00:25:20,225 --> 00:25:23,425
Okay, so now all of these are done over here.
484
00:25:23,425 --> 00:25:26,825
So now what we're going to do is we are going to convert this into an
485
00:25:26,825 --> 00:25:28,725
actual Atlas so that it is usable.
486
00:25:29,025 --> 00:25:32,625
So, let's save our scene and now I'm just going to do this the old
487
00:25:32,625 --> 00:25:34,725
school way because there are only 3 maps.
488
00:25:35,025 --> 00:25:40,025
So basically I need to do is you need to add a transform or well four
489
00:25:40,125 --> 00:25:40,525
of them.
490
00:25:40,525 --> 00:25:40,825
Yes.
491
00:25:40,825 --> 00:25:42,625
You need to add for transforms over here.
492
00:25:43,425 --> 00:25:45,725
1 2 3 4.
493
00:25:47,625 --> 00:25:49,925
And we can basically use the system for every single one.
494
00:25:49,925 --> 00:25:51,325
So I will start with the base color.
495
00:25:51,725 --> 00:25:54,825
So let's start with just plugging in your base color over here.
496
00:25:56,825 --> 00:25:58,525
One base color, / transform.
497
00:26:03,025 --> 00:26:05,525
Like this, and then all you need to do is you need to go into your
498
00:26:05,525 --> 00:26:11,425
transform, and I'm going to set my wits over here to 50 by 50 percent.
499
00:26:11,525 --> 00:26:12,925
Or I don't even need to do that.
500
00:26:12,925 --> 00:26:18,125
I can just do this - 10, don't forget to set your tiling, mowed down
501
00:26:18,125 --> 00:26:22,925
here to Absolute and no tiling, and I've got to do that on all of them
502
00:26:22,925 --> 00:26:23,725
before copying.
503
00:26:23,725 --> 00:26:24,625
So that's my bad.
504
00:26:25,025 --> 00:26:28,225
So tiling mode needs to be set to no tiling.
505
00:26:29,825 --> 00:26:32,825
Because elves will try to just keep tightening and I definitely do not
506
00:26:32,825 --> 00:26:33,825
want that for an atlas.
507
00:26:34,825 --> 00:26:35,425
Here we go.
508
00:26:35,725 --> 00:26:38,525
So basically you scale it by minus 2 here, we can do it.
509
00:26:38,525 --> 00:26:44,025
For all of them - two because we are working in 1024 and we are going
510
00:26:44,025 --> 00:26:46,025
to go ahead and or we are working in.
511
00:26:46,725 --> 00:26:46,925
Yeah.
512
00:26:46,925 --> 00:26:49,625
1024 but these are all going to be 512.
513
00:26:49,925 --> 00:26:52,425
So we basically are going to push them into the corner and then we are
514
00:26:52,425 --> 00:26:54,325
going to convert them to 1024.
515
00:26:54,925 --> 00:26:56,225
So you have these ones over here.
516
00:26:56,225 --> 00:26:58,425
And now all you need to do is you need to set your offset.
517
00:26:59,425 --> 00:27:01,925
Y and the X offset for this one 0.5.
518
00:27:01,925 --> 00:27:10,125
0.5 for this one, you need to go -0.5 0.5 and you just want to
519
00:27:10,125 --> 00:27:11,025
basically order it like this.
520
00:27:11,025 --> 00:27:19,025
For this one 0.5 -0.5 and for this one -0.5 -0.5.
521
00:27:19,025 --> 00:27:20,825
So now they are all in one corner.
522
00:27:22,125 --> 00:27:22,525
After that.
523
00:27:22,525 --> 00:27:26,525
It is a simple matter of adding a blend and you basically want to just
524
00:27:26,525 --> 00:27:28,425
go ahead and blend these Maps.
525
00:27:29,225 --> 00:27:31,325
And then odds, another Blends and another one.
526
00:27:32,625 --> 00:27:35,325
And you're basically going to blend these Maps together over here,
527
00:27:35,925 --> 00:27:36,625
like this.
528
00:27:37,025 --> 00:27:41,325
So now these are all 512 by 512 and then all we need to do is I
529
00:27:41,325 --> 00:27:46,725
believe at probably at like this point, you want to start forcing the
530
00:27:46,725 --> 00:27:52,725
1024 and you can do that by going up here and setting the width 2 plus
531
00:27:52,725 --> 00:27:52,925
2.
532
00:27:52,925 --> 00:27:56,325
And then it should be come here 10 to 12 for all of them.
533
00:27:56,625 --> 00:27:57,025
And that's it.
534
00:27:57,025 --> 00:27:59,325
So now you just have created a very quick Atlas.
535
00:28:00,925 --> 00:28:04,825
Which as you can see looks quite similar to like the leaves that we
536
00:28:04,825 --> 00:28:08,825
have here, of course, these ones they are, they like remove the
537
00:28:08,825 --> 00:28:12,125
background because they already use their masks, but you can see that
538
00:28:12,525 --> 00:28:13,825
just like they've done over here.
539
00:28:13,825 --> 00:28:17,325
You can just end up with like a bunch of different type of leaves.
540
00:28:17,525 --> 00:28:20,425
Of course, it will take quite a while to do this many in our case.
541
00:28:20,625 --> 00:28:22,525
But this is what we basically will be doing.
542
00:28:22,525 --> 00:28:26,325
We will be probably grabbing like one of these or like one of these
543
00:28:26,325 --> 00:28:29,125
and then we will go ahead and do the same thing.
544
00:28:29,125 --> 00:28:29,725
But here you can also
545
00:28:29,825 --> 00:28:31,925
See here, you can see like the little Reflections and everything.
546
00:28:31,925 --> 00:28:35,525
So this is pretty much the way to do it that.
547
00:28:35,525 --> 00:28:37,025
Well, there are many ways to do it.
548
00:28:37,025 --> 00:28:39,025
But this is the way that I use to do it.
549
00:28:39,525 --> 00:28:42,525
I basically now have the stuff and all I need to do is I just needed
550
00:28:42,525 --> 00:28:43,025
once again.
551
00:28:43,025 --> 00:28:46,125
Duplicate this tweet times for every map.
552
00:28:46,825 --> 00:28:51,225
And then there's just a matter of going in here and using this one for
553
00:28:51,225 --> 00:28:52,125
mine own map.
554
00:28:55,325 --> 00:28:57,425
Let me just make this a lot smaller over here.
555
00:29:00,725 --> 00:29:02,925
And finally, I can use this one.
556
00:29:07,425 --> 00:29:11,125
For my roughness and it will automatically convert to grayscale by the
557
00:29:11,125 --> 00:29:12,525
time that all of them are done.
558
00:29:13,125 --> 00:29:16,125
So, let's just double check our work, as always.
559
00:29:16,125 --> 00:29:17,225
So over here.
560
00:29:17,625 --> 00:29:20,925
We have our roughness which does not seem too.
561
00:29:23,525 --> 00:29:24,025
Work.
562
00:29:24,025 --> 00:29:25,725
Probably, because it's odds.
563
00:29:25,725 --> 00:29:27,325
These know that should not be the case.
564
00:29:29,225 --> 00:29:32,225
Even though, well, you can just go ahead and set the mode to Arts.
565
00:29:32,225 --> 00:29:33,225
I don't know why this time.
566
00:29:33,225 --> 00:29:35,525
It's decide to ignore it, but not last time.
567
00:29:36,925 --> 00:29:38,325
Probably because it is a grayscale.
568
00:29:38,325 --> 00:29:39,525
Yeah, that's it.
569
00:29:39,525 --> 00:29:40,825
Because it is a grayscale.
570
00:29:40,925 --> 00:29:42,625
It's automatically turns it into black.
571
00:29:42,625 --> 00:29:44,025
And then it cannot see that.
572
00:29:44,125 --> 00:29:47,425
So then you want to set these pieces to Art to basically, add them to
573
00:29:47,425 --> 00:29:47,725
it.
574
00:29:48,125 --> 00:29:49,825
This one should still work, totally fine.
575
00:29:49,925 --> 00:29:53,025
See, because these are using color and color.
576
00:29:53,025 --> 00:29:55,525
Can read empty backgrounds like this.
577
00:29:56,125 --> 00:29:57,425
So this is now all done.
578
00:29:57,425 --> 00:29:58,925
They're all in the same locations.
579
00:29:58,925 --> 00:30:02,425
So now you can just go ahead and go in here and you can set these as
580
00:30:02,425 --> 00:30:04,625
an output and then you would be able to use them.
581
00:30:04,625 --> 00:30:05,525
However you want.
582
00:30:06,825 --> 00:30:10,925
So congratulations you now have all of your taxes or you created some
583
00:30:10,925 --> 00:30:11,525
leave Texas.
584
00:30:12,025 --> 00:30:17,225
If you want you can always out a normal strength or normal intensity,
585
00:30:17,925 --> 00:30:20,725
which allows you to basically increase the intensity of your Norms a
586
00:30:20,725 --> 00:30:21,325
little bit.
587
00:30:21,425 --> 00:30:26,225
If you like, I want to just set it Like A Little Bit Stronger, but
588
00:30:26,225 --> 00:30:27,025
this is pretty much it.
589
00:30:27,025 --> 00:30:29,725
This is also the point where I will leave this.
590
00:30:29,825 --> 00:30:32,425
So as you can see it might seem a little bit overwhelming the first
591
00:30:32,425 --> 00:30:35,725
time you open it, but it's just a lot of copy pasting and you
592
00:30:35,825 --> 00:30:38,725
with this nice little Atlas that you can see over here.
593
00:30:39,525 --> 00:30:40,125
Awesome.
594
00:30:40,425 --> 00:30:43,425
Now, what we will be doing in the next chapter is we will go ahead and
595
00:30:43,425 --> 00:30:47,225
we will get a simple leaf over here just like an atlas.
596
00:30:47,725 --> 00:30:55,025
And then I will show you how to actually go into into speedtree to
597
00:30:55,025 --> 00:30:56,225
turn this into like a punch.
598
00:30:56,225 --> 00:30:59,325
Like you can somewhat see over here like these type of branches a
599
00:30:59,325 --> 00:30:59,825
little bit.
600
00:31:00,425 --> 00:31:03,125
One thing I did forget is that you also want to do this with like your
601
00:31:03,125 --> 00:31:05,725
mask, by the way, so you probably want to ask
602
00:31:05,925 --> 00:31:08,025
Go ahead and like duplicate this, once more.
603
00:31:09,825 --> 00:31:13,825
And then you want to go in here and you want to grab your mask?
604
00:31:15,125 --> 00:31:16,325
For every single one.
605
00:31:21,525 --> 00:31:25,025
Here, so this one, so that you also have the mask, because you will
606
00:31:25,025 --> 00:31:25,925
need that one.
607
00:31:26,325 --> 00:31:29,125
So, let me just choose to close this chapter of properly.
608
00:31:29,625 --> 00:31:32,525
I'm just grab these masks over here, and over here.
609
00:31:33,325 --> 00:31:34,225
And therefore, this one.
610
00:31:34,225 --> 00:31:37,125
I tend to just press invert grayscale because this time we want to
611
00:31:37,125 --> 00:31:39,125
mask them being white.
612
00:31:39,525 --> 00:31:42,625
And there, you can just go ahead and you can press space out an
613
00:31:42,625 --> 00:31:43,225
output.
614
00:31:44,525 --> 00:31:49,625
I called the output identifier mask and then copy the identifier and
615
00:31:49,625 --> 00:31:50,825
pasted into your label.
616
00:31:51,925 --> 00:31:52,225
There you go.
617
00:31:52,225 --> 00:31:56,225
See, so now you also have your mask ready to go and then of course if
618
00:31:56,225 --> 00:31:59,925
you want to export it, you can go to custom leaves export outputs as
619
00:31:59,925 --> 00:32:05,025
best as bitmap and press export and now they should arrive.
620
00:32:06,125 --> 00:32:06,625
In here.
621
00:32:07,325 --> 00:32:07,925
Tada.
622
00:32:08,225 --> 00:32:08,625
Okay.
623
00:32:08,625 --> 00:32:09,525
So yeah, let's go ahead and47581
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