All language subtitles for 26-Creating our custom leaf texture Part2

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These are the user uploaded subtitles that are being translated: 1 00:00:00,425 --> 00:00:02,625 Okay, so, we are back again. 2 00:00:02,725 --> 00:00:04,125 That's our usual program. 3 00:00:04,425 --> 00:00:06,125 So we now have our images. 4 00:00:06,125 --> 00:00:09,225 So as you can see over here, I just converted the images from hard to 5 00:00:09,225 --> 00:00:12,725 Jay back because as I said, I'm not too worried about it and you can 6 00:00:12,725 --> 00:00:13,725 see the images over here. 7 00:00:13,725 --> 00:00:17,225 So, if I open them up like this, you can see that we created that 8 00:00:17,225 --> 00:00:21,125 first image, which was just with the lights on top down and this image 9 00:00:21,125 --> 00:00:23,925 we will use mostly just to create a mask. 10 00:00:23,925 --> 00:00:26,825 And after that, you have the strong images over here, which you can 11 00:00:26,825 --> 00:00:29,925 see with our light, just has everything. 12 00:00:30,025 --> 00:00:31,125 A single point like that. 13 00:00:31,625 --> 00:00:32,825 So yeah, that's pretty much it. 14 00:00:32,825 --> 00:00:34,425 So it is quite straightforward. 15 00:00:34,625 --> 00:00:37,825 And once you've done this now, what we will go over is we will go over 16 00:00:37,825 --> 00:00:40,125 on how to actually convert this into proper textures. 17 00:00:40,725 --> 00:00:44,725 Now one thing to keep in mind, as I said, because I'm recording this 18 00:00:44,725 --> 00:00:45,525 in Winter. 19 00:00:45,625 --> 00:00:46,225 Literally. 20 00:00:46,225 --> 00:00:48,425 It's freezing outside right now. 21 00:00:48,625 --> 00:00:52,225 So I simply do not have any other leaves except for this ivy leaf. 22 00:00:52,725 --> 00:00:56,525 This means that because I want this planning to actually make this 43 23 00:00:57,125 --> 00:00:58,925 once I've showed you this process. 24 00:00:58,925 --> 00:00:59,925 I will simply 25 00:01:00,125 --> 00:01:01,925 A leaf texture form. 26 00:01:01,925 --> 00:01:05,725 For example, text.com, and I will use that to show you how to create a 27 00:01:05,725 --> 00:01:06,525 branches. 28 00:01:06,725 --> 00:01:07,225 Don't worry. 29 00:01:07,225 --> 00:01:09,125 It is literally the exact same process. 30 00:01:09,125 --> 00:01:12,125 The only difference is that, I'm using a slightly different texture. 31 00:01:13,225 --> 00:01:17,525 So having these textures, I actually ended up and I created for 32 00:01:17,525 --> 00:01:19,225 different leaves over here. 33 00:01:19,625 --> 00:01:23,325 So that I also can show you how to actually turn this into an atlas 34 00:01:23,325 --> 00:01:26,825 because I think that is quite nice to also see the first thing that 35 00:01:26,825 --> 00:01:29,825 you want to do is when you end up with your jpeg images in your 36 00:01:29,925 --> 00:01:33,425 You are ready to start editing them is to go ahead and create a new 37 00:01:33,425 --> 00:01:36,025 document and make it 512 by 512. 38 00:01:36,125 --> 00:01:39,625 That's more than enough that we need for like at least like something 39 00:01:39,625 --> 00:01:39,925 like this. 40 00:01:39,925 --> 00:01:41,325 We don't need a lot of resolution. 41 00:01:41,725 --> 00:01:43,525 You can go ahead and you can press create. 42 00:01:44,025 --> 00:01:45,125 And then we have over here. 43 00:01:45,125 --> 00:01:45,825 This window. 44 00:01:46,425 --> 00:01:48,525 I do not know why my layers. 45 00:01:48,525 --> 00:01:49,025 There we go. 46 00:01:49,525 --> 00:01:49,825 Okay. 47 00:01:49,825 --> 00:01:53,125 Next thing you want to do is you want to drag in all of your textures 48 00:01:53,325 --> 00:01:54,225 at the same time. 49 00:01:54,925 --> 00:01:55,925 So you drag them in. 50 00:01:57,025 --> 00:01:58,125 And you just passed, okay. 51 00:01:59,625 --> 00:02:03,125 My take a second to load them all in because I'm shooting at 6K and 52 00:02:03,125 --> 00:02:06,125 I'm now going to go back to 512 by 512. 53 00:02:06,525 --> 00:02:08,625 But anyway, so we now have these textures. 54 00:02:09,125 --> 00:02:11,425 The next thing that I want to do is I just want to make sure that my 55 00:02:11,425 --> 00:02:12,525 numbering is correct. 56 00:02:12,525 --> 00:02:16,925 So here, you can see that this bottom One X needs to be here at the 57 00:02:16,925 --> 00:02:17,225 top. 58 00:02:17,225 --> 00:02:23,925 So we have 0, 0, 3, 55 56, 57, 58, 59, 60 61 say. 59 00:02:23,925 --> 00:02:24,125 Okay. 60 00:02:24,125 --> 00:02:25,225 So that's all correct. 61 00:02:26,125 --> 00:02:28,825 Next thing that you need to do is you need to select all of them. 62 00:02:29,425 --> 00:02:33,125 You can get rid of your background, select all of them, right? 63 00:02:33,125 --> 00:02:37,525 Click free transform and then if you go ahead and you want to hold Alt 64 00:02:38,625 --> 00:02:42,725 You can go in and you basically want to use nicely Center this Leaf so 65 00:02:42,725 --> 00:02:46,825 that it is quite large and it is just filling the space. 66 00:02:46,825 --> 00:02:49,225 So we still want to like use our resolution. 67 00:02:49,825 --> 00:02:51,025 Just like that over here. 68 00:02:51,525 --> 00:02:53,725 Okay, then we put can press OK and here we go. 69 00:02:54,125 --> 00:02:56,625 If you want if you want to make your document around a bit slower, you 70 00:02:56,625 --> 00:02:57,125 need to do this. 71 00:02:57,125 --> 00:02:57,625 Anyway. 72 00:02:57,625 --> 00:03:00,925 A little bit later on, is you want to go up here to selection? 73 00:03:01,525 --> 00:03:06,225 Select your document and then simply go to image cop. 74 00:03:07,325 --> 00:03:11,225 And this way it will be cops are all of that outside junk that are 75 00:03:11,225 --> 00:03:13,125 that is still stored in the memory. 76 00:03:13,325 --> 00:03:16,625 It will go away and we need to do this because of how we are going to 77 00:03:16,625 --> 00:03:17,925 import this into substance. 78 00:03:18,725 --> 00:03:21,025 So now that we have this one, what I want to do is I want to just go 79 00:03:21,025 --> 00:03:25,025 ahead and go down until we have this one over here, which is our front 80 00:03:25,025 --> 00:03:25,425 sight. 81 00:03:25,825 --> 00:03:28,625 Now, as you can see, we do have a few Shadows, but that is not really 82 00:03:28,625 --> 00:03:29,225 a problem. 83 00:03:29,525 --> 00:03:32,725 You want to make sure that over here, as I said before, you do not 84 00:03:32,725 --> 00:03:34,925 want to move your leaves or your camera. 85 00:03:34,925 --> 00:03:36,425 And this is why because we 86 00:03:36,625 --> 00:03:40,025 Going to now create a mask and the mask needs to match up with our 87 00:03:40,025 --> 00:03:40,525 lives. 88 00:03:41,125 --> 00:03:45,825 So we can go down here and we can grab our quick selection tool. 89 00:03:45,925 --> 00:03:46,825 If we do not have it. 90 00:03:46,825 --> 00:03:50,225 You just want to click and hold, and then you can find it here and you 91 00:03:50,225 --> 00:03:53,525 basically just want to go ahead and click on the outside over here. 92 00:03:55,725 --> 00:03:58,325 And just select basically everything except for leaf, and don't worry 93 00:03:58,325 --> 00:04:01,425 about those really small cavities because what I like to do is I like 94 00:04:01,425 --> 00:04:03,525 to just do like some custom selection on those. 95 00:04:04,525 --> 00:04:07,025 So I go in here like this. 96 00:04:08,225 --> 00:04:11,725 Sometimes I do like to go in and just like play around with it. 97 00:04:11,725 --> 00:04:14,325 But this should be pretty much fine. 98 00:04:14,525 --> 00:04:14,925 Yes. 99 00:04:15,225 --> 00:04:17,825 So now, what I like to do is I like to go up here to my polygon, 100 00:04:17,825 --> 00:04:19,525 select tool, which is the one above it. 101 00:04:20,025 --> 00:04:23,325 I want to hold alt or shift. 102 00:04:23,325 --> 00:04:24,225 Let's see is. 103 00:04:24,625 --> 00:04:24,825 Okay. 104 00:04:24,825 --> 00:04:25,225 Yeah. 105 00:04:25,225 --> 00:04:25,925 Well, I want to hold. 106 00:04:25,925 --> 00:04:26,225 Also. 107 00:04:26,225 --> 00:04:28,125 We are subtracting it from the selection. 108 00:04:28,425 --> 00:04:32,125 So I want to hold out and just like these pieces, although it might be 109 00:04:32,125 --> 00:04:33,725 difficult to see what all the pixels. 110 00:04:35,125 --> 00:04:37,225 You simply want to mask out stuff. 111 00:04:37,225 --> 00:04:38,425 That is not your leaf. 112 00:04:39,425 --> 00:04:40,125 Like this. 113 00:04:41,025 --> 00:04:42,225 Oh, this time it did not. 114 00:04:42,825 --> 00:04:44,125 Do I need to hold shift? 115 00:04:44,125 --> 00:04:46,625 Oh, yeah, because this time I'm on the outside, so I need to hold 116 00:04:46,625 --> 00:04:49,425 shift so that I'm actually adding it to the selection. 117 00:04:49,825 --> 00:04:51,025 So something like that. 118 00:04:51,625 --> 00:04:52,225 So that's great. 119 00:04:52,225 --> 00:04:55,825 So now that we have this, all we need to do is we need to go down here 120 00:04:56,225 --> 00:04:59,325 at a solid color and you can make this color white. 121 00:04:59,325 --> 00:05:01,625 So I tend to just make my leaf black. 122 00:05:02,825 --> 00:05:06,525 So here, if I do another solid color over here, now, it is black. 123 00:05:06,525 --> 00:05:07,425 So black and white. 124 00:05:08,025 --> 00:05:09,125 And this is because of the way that 125 00:05:09,325 --> 00:05:12,925 Blending modes is turned on, we can always convert it into substance 126 00:05:12,925 --> 00:05:13,625 if needed. 127 00:05:14,325 --> 00:05:15,525 So, we have these two over here. 128 00:05:15,525 --> 00:05:17,825 You can, if you want just merge the layers. 129 00:05:18,225 --> 00:05:19,525 And once that is done. 130 00:05:20,025 --> 00:05:23,625 Yeah, you can leave in this Leaf if you want or you can just remove 131 00:05:23,625 --> 00:05:23,925 it. 132 00:05:24,225 --> 00:05:25,825 Let's just leave it in just in case. 133 00:05:26,825 --> 00:05:27,825 Now that this is done. 134 00:05:27,825 --> 00:05:32,525 All you need to do is you need to go ahead and I'm gonna go in 135 00:05:32,525 --> 00:05:36,925 customly for our images, and let's do to substance. 136 00:05:37,925 --> 00:05:38,625 Like this. 137 00:05:39,825 --> 00:05:42,525 Oops, and let's open up this folder. 138 00:05:42,725 --> 00:05:46,325 And then what you want to do is we if we go file and do like a save s 139 00:05:46,325 --> 00:05:46,925 over here. 140 00:05:47,825 --> 00:05:50,925 We just want to go ahead and we want to save Andy to substance for the 141 00:05:51,025 --> 00:05:52,525 and you want to save it as a PSD. 142 00:05:52,525 --> 00:05:53,825 This is really important. 143 00:05:54,025 --> 00:05:54,625 So, save it. 144 00:05:54,625 --> 00:06:00,525 As a PSD call it zero, one over here and that is pretty much now done. 145 00:06:00,925 --> 00:06:04,025 So I need to just go ahead and I need to do this for all four of the 146 00:06:04,025 --> 00:06:04,225 leave. 147 00:06:04,225 --> 00:06:07,225 So I will just go ahead and time lapses, but it will not have any 148 00:06:07,225 --> 00:06:07,925 narration. 149 00:06:08,125 --> 00:06:09,425 So let's go ahead and click in the time. 150 00:09:17,325 --> 00:09:20,925 Okay, so we now have a leaves done over here as you can see. 151 00:09:20,925 --> 00:09:22,825 So we got these for now. 152 00:09:22,825 --> 00:09:25,725 One thing that you might not have noticed in the time lapse that I 153 00:09:25,725 --> 00:09:29,425 still want to show you, is that when you import these layers, they are 154 00:09:29,425 --> 00:09:30,425 smart objects. 155 00:09:30,625 --> 00:09:34,825 So before you do the copying, you just want to select them press 156 00:09:34,825 --> 00:09:35,125 right? 157 00:09:35,125 --> 00:09:37,225 Click and press a Hester has layers. 158 00:09:37,425 --> 00:09:39,225 And after that, you want to do the copying. 159 00:09:39,225 --> 00:09:42,825 If you do not do that, then when you select something, all the of this 160 00:09:42,825 --> 00:09:46,325 information on the outside would still stay even if you cop. 161 00:09:46,525 --> 00:09:46,925 So just 162 00:09:47,125 --> 00:09:47,625 The mines. 163 00:09:47,925 --> 00:09:50,425 But as you can see, we have saved them as psd's. 164 00:09:51,525 --> 00:09:54,725 And now if we go ahead and go to substance designer, we are going to 165 00:09:54,725 --> 00:09:58,125 go over on how to exceed turn these into textures and then on how to 166 00:09:58,125 --> 00:09:59,325 turn them into an atlas. 167 00:09:59,725 --> 00:10:02,825 So, let's get started with a substance graph and we are going to just 168 00:10:02,825 --> 00:10:04,325 call it custom. 169 00:10:06,425 --> 00:10:10,325 Underscore leaves and you want to go ahead and just go for 1024. 170 00:10:10,525 --> 00:10:14,125 The reason we want to do 1024 is because as I said, we are going to 171 00:10:14,125 --> 00:10:17,825 turn it into an atlas and we have four leaf textures. 172 00:10:18,025 --> 00:10:22,025 So that means 512 by 512 by 512 by 512. 173 00:10:22,525 --> 00:10:23,125 So we press. 174 00:10:23,125 --> 00:10:23,625 OK. 175 00:10:24,525 --> 00:10:27,225 And now we can start, let's get rid of the tree view. 176 00:10:27,225 --> 00:10:27,825 I don't need it. 177 00:10:28,025 --> 00:10:29,725 Now we go ahead and get started. 178 00:10:30,025 --> 00:10:33,025 So you want to go ahead and grab your PSD, and let's just do the first 179 00:10:33,025 --> 00:10:34,725 one import it. 180 00:10:34,825 --> 00:10:35,725 Now you can do link. 181 00:10:36,325 --> 00:10:38,325 This one is a little bit quicker to import. 182 00:10:38,425 --> 00:10:43,325 However, it has the tendency to break your links whenever you want to 183 00:10:43,325 --> 00:10:46,925 share this file with someone else, which is why I'm going to go ahead 184 00:10:46,925 --> 00:10:49,325 and go for my simple import resources. 185 00:10:49,925 --> 00:10:50,525 As you can see. 186 00:10:50,525 --> 00:10:52,425 These images are supposed to be square. 187 00:10:52,725 --> 00:10:55,925 If they are not Square, you did not have stretch your layers before 188 00:10:55,925 --> 00:10:56,425 copying. 189 00:10:56,625 --> 00:10:57,725 So just keep that in mind. 190 00:10:58,225 --> 00:11:01,425 And all you need to do is just go ahead and turn off the first one 191 00:11:01,425 --> 00:11:01,925 over here. 192 00:11:02,425 --> 00:11:05,325 And honestly, I'm also going to turn off the last one because we don't 193 00:11:05,325 --> 00:11:06,025 really need that. 194 00:11:06,225 --> 00:11:09,825 One and then just going to press okay, and then it should import. 195 00:11:10,925 --> 00:11:13,125 Give two s of course, but there we go. 196 00:11:13,225 --> 00:11:16,325 Okay, so we have all of these images over here. 197 00:11:16,325 --> 00:11:17,325 That's totally fine. 198 00:11:17,725 --> 00:11:20,725 I'm going to go ahead and I'm going to select my bitmap over here. 199 00:11:20,725 --> 00:11:23,425 And I'm just going to turn this to grayscale because it is a black and 200 00:11:23,425 --> 00:11:24,125 white image. 201 00:11:24,825 --> 00:11:27,825 And now, what we can do is we can now go ahead and we can start by 202 00:11:28,425 --> 00:11:30,025 properly like setting these up. 203 00:11:30,125 --> 00:11:33,925 So the first thing I need to do is I need to order them and I want to 204 00:11:33,925 --> 00:11:37,025 go ahead and always work with the top, which is this one over here. 205 00:11:37,425 --> 00:11:39,325 So, 0, 3, 5 8, 206 00:11:40,025 --> 00:11:43,525 And then it looks like zero three five, seven. 207 00:11:45,625 --> 00:11:47,425 I know it's not a top here. 208 00:11:47,425 --> 00:11:48,325 You can see down here. 209 00:11:48,325 --> 00:11:49,525 See how 356. 210 00:11:49,925 --> 00:11:51,025 Okay so 6 7 8. 211 00:11:51,025 --> 00:11:52,325 So is this working correctly? 212 00:11:52,325 --> 00:11:54,625 Anyway, 89 213 00:11:56,325 --> 00:11:57,025 6061. 214 00:11:59,925 --> 00:12:00,525 62. 215 00:12:00,625 --> 00:12:00,925 Okay. 216 00:12:00,925 --> 00:12:02,425 So, it did properly import. 217 00:12:02,425 --> 00:12:04,625 Sometimes it's likes to shuffle them. 218 00:12:04,725 --> 00:12:05,425 That's no problem. 219 00:12:05,625 --> 00:12:11,525 So, if we go this direction, it means that when you go up, we will go 220 00:12:11,525 --> 00:12:12,425 clockwise. 221 00:12:12,825 --> 00:12:15,925 So, this is important because the ones that we need is. 222 00:12:15,925 --> 00:12:19,225 If you go into your library, you want to go down here to scan 223 00:12:19,225 --> 00:12:23,825 processing and then you have these two you have multi-angle Albedo. 224 00:12:23,825 --> 00:12:24,725 I believe it is called. 225 00:12:24,825 --> 00:12:28,025 Yeah, multi-angle tool Albedo and multi-angle to normal. 226 00:12:29,225 --> 00:12:32,125 Let's go ahead and get started with the multi-angle to Albedo. 227 00:12:32,825 --> 00:12:35,525 What you want to do is you want to set your samples Mount up. 228 00:12:35,925 --> 00:12:39,325 And with this one, you can basically convert these images into an 229 00:12:39,325 --> 00:12:43,125 Albedo map because the lighting comes from different directions. 230 00:12:43,425 --> 00:12:47,125 What this map is able to do is actually remove all of the lighting 231 00:12:47,125 --> 00:12:50,725 because it basically, it can see all of the overlapping lighting. 232 00:12:50,725 --> 00:12:54,025 And then by removing it, it will give us an base color. 233 00:12:54,425 --> 00:12:56,725 So we basically want to go ahead and go to the first one. 234 00:12:57,025 --> 00:12:58,225 And honestly, for this one, it does. 235 00:12:58,425 --> 00:13:02,125 Not matter which order you go in, but I like to still stick with my 236 00:13:02,125 --> 00:13:02,425 order. 237 00:13:02,425 --> 00:13:06,025 So, you basically go here and then you can see that slowly, the 238 00:13:06,025 --> 00:13:11,325 lighting gets removed more and more and more until we have our base 239 00:13:11,325 --> 00:13:12,325 color over here. 240 00:13:12,825 --> 00:13:13,925 So that's very easy. 241 00:13:14,425 --> 00:13:18,025 Now, after you've done that, what you want to do is you do want to go 242 00:13:18,025 --> 00:13:21,825 ahead and now properly mask out all of these Shadows that we have on 243 00:13:21,825 --> 00:13:22,725 the background. 244 00:13:23,025 --> 00:13:25,025 And this is why we created this mask over here. 245 00:13:25,525 --> 00:13:28,225 So we now have our multi-angle tool beat. 246 00:13:29,525 --> 00:13:33,625 We did a space in order to blend modes and we want to basically blend 247 00:13:33,625 --> 00:13:38,725 this with a uniform color and the uniform called that you want to pick 248 00:13:38,725 --> 00:13:42,325 is if you double click on your Blends, click once on your uniform 249 00:13:42,325 --> 00:13:44,425 color and egg back, grab the Picker. 250 00:13:44,725 --> 00:13:47,525 And you want to grab a color similar to your Leaf. 251 00:13:48,425 --> 00:13:51,825 So that now if you plug in your bitmap, which is your mask, you can 252 00:13:51,825 --> 00:13:52,825 see that over here. 253 00:13:53,425 --> 00:13:57,925 It is masking out this Leaf at this point as in terms of cleanup what 254 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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