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Okay.
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So now that we have a custom taxes done.
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What we are going to do in this chapter is we are going to get started
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with a 3 now.
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In speedtree literally has the name in it.
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You can go from simple trees all the way to super-advanced tree.
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So we are going to keep it nice and simple.
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So we want to get started with a blank and most of the techniques that
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we will be using here.
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They will actually, you will already know them because we've sort of
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use them although in different ways with our other foliage.
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So we start with three now.
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The way that it's, we will go very easy.
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You have a trunk, the trunk will have punches, and then normally those
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parties will have even smaller branches.
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And those parties will have like even smaller ones and have leaves
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week.
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I'd like just need to decide how many levels we go up before we switch
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out our geometry, branches for our texture punches.
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So, you can if you want you can even do it at like, the very
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beginning, if you, for example, creates more different textures and
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then you can get something for example.
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I think it's like this one here.
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This is like an ensample that comes with speedtree.
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So over here.
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This is, for example, an extreme example, if you want to optimize
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where it only has one geometry brunch and then it already goes over
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into texture.
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See, but now I want to go for a little bit higher quality because this
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does not look super nice.
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So just keep that in mind.
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Now, I'm going to close this and let's just get started without.
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So we want to right-click and we want to get started with a simple
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trunk.
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Just going to go.
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Go over here because this one might be nice.
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It's all.
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Yeah, I want to kind like go for not too tall.
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So just going to be like, quite a basic tree, like having a little bit
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of empty space at the bottom and then it just kind of like Branch out
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and it just has like a bit of like the classic tree shape to get
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started with.
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So I just want to have a look and see how these ones look.
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So we have alt split and towel splits pretty cool because it like
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splits off.
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But let's try it all over here.
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That's often like quite an easy sample here.
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If you do the split one.
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Let's hide this.
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Yeah the split when I think what you need to do is we need to like
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have them another branch on top of it.
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So but we are just going to go for this one.
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I actually started to split one with go on longer.
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But oh well anyway, so we have over here are tongue.
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That's totally fine.
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Not to special if you want you can play house with it.
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I don't really care here.
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You can see like, yes the length.
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It is very, very large.
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So I guess, what you can do is you can
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Try and set the length over here to like only 30.
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And then maybe like play around a little bit more with like your skin
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by setting it a little bit lower.
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And if I see this, I feel like that.
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Maybe what I want to do.
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See, let's start with the base.
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And then if I click on the ear, I feel like I want to just go ahead
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and just maybe like, move this up so that it does not go into a point
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too quickly.
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There we go.
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So, yeah, you can also do these kind of Curves.
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You can all find them down here.
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Here, you can find all types of different curves.
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So yeah, that's looking pretty good.
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Now, we are going to get started with our first base of barge.
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So if we go in here, let's see if we just have like a branches and
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We could again liked why this one and that will give us like a wide
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like a pretty solid base.
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So for these barges.
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They seem to be quite long already at the base and then they become
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smaller.
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So that's something that I want to do and it's mostly in the length.
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So, if we go to our length over here, based on parents, I'm going to
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set the default length a little bit smaller.
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And then I'm going ups and then I'm going to go in here.
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And yes, I'm going to make these.
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I can like a little bit smaller.
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So, that is pretty good.
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This one is really long.
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Although that might actually be interesting.
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But what I'm curious about, is it, oh, yeah.
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This is why this really long because of this one like this.
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Now, to get the randomization in here, you can also click on this
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button next to this.
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And here you have variance which will give you like a little bit of
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randomization.
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I don't know why I did not use that one before you could have actually
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also uses on the car.
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So I completely forgot to use this on the cars to be very honest, but
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it is here.
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So you are able to like art some of had in a variance and you could
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also do like a distribution.
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But yeah, I'm quite happy with that.
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I think.
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Yeah, so we have this one.
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Now the next thing that maybe it might be nice if we do like some
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breaking.
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If you like go down here and let's just see.
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Wait.
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Let me just move this over here.
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That's a knockout.
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Where is my?
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Over egg.
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Oh God, I way forgot.
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Shape, Shake sack.
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Oh, yeah, here's the break.
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So I just want to see if I have like a chance.
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Oh, actually, you know what?
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That's would like, cut them away quite quickly and that case I'm not
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going to do that.
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So I'm going to leave it as this and I most likely will need to do one
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more level of branches.
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By the way, these parties right now.
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Everything is quite High Poli.
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So what you do want to do with your tree like normally with our garden
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having this not really problem.
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But which are three.
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I want to always just double-check my Tris and then I want to go into
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my segments and I tend to often set my accuracy.
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A little bit lower.
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And then set my radial over here.
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Sometimes a little bit lower.
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Now, I think actually this one's fine.
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But in your big partition would set your radio your little bit thinner
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to minimize the geometry amounts.
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And then I want to go ahead and nail.
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So,
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See ya.
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Actually, I don't really care too much about EXO, see right now, but I
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could also go over here and just sit like the relative, which will
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basically just reduce the amount of
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My branches, so that's looking pretty good over here.
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You can see that we have like this ends.
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If you want.
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You can right, click add selected object in your cart, a not unknown,
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not a not a cap over here and that will basically just end these ends
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properly.
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See, and it will not just be a square.
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It will just nicely try to like move it into a point is, if that it is
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still growing.
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So that's quite nice.
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If you just want to cap it off and then if we go back to our big
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bunches we can now right-click.
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ultimately should to selected and I'm gonna go ahead and I'm gonna go
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for
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maybe some custom punches or we can go in here and we can go for like
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little bunches.
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Yeah, let's do little bunches over here.
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This one might actually be, I'm just gonna quickly go to note and I'm
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going to set the length a little bit in.
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There you go and then go back to generator for just one branch.
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That's not really a poem.
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Okay.
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So we got a little branches and on here.
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We are going to have a Texas now.
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First of all, so yes, I like that.
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We have like a lot of space or a lot.
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A little bit of space down here.
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I'm going to go to my generator settings, and I'm going to set my
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first
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Probably down a little bit.
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Because it looks like over here.
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These punch happen quite often like not too often.
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So it's still like a little bit out.
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But I want to try and get them quite close to like the beginning.
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Next to this.
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Let's have a look.
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I'm going to I think yeah here at the top.
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I don't really like them.
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So they are only sitting at the top right now.
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Frequency.
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I don't really mind just having.
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I'm just having a tank here because as you can see over here, like I
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don't have too much closer top.
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So the select, let's set my last little bit down.
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Then let's go into my spine and let's set my length, maybe like a
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little bit up over here just to give them a little bit more space.
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And I think I'm now just need to start adding my texture because else
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it will be very difficult to see what I'm doing.
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So, let's go ahead and just get started by
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Adding textures.
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If we go to our materials.
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We can add two new materials.
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One we can call back.
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The other one we can call Crunch now for about material.
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What we can do is we can just import the one that we got from
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textures.com.
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So let me just navigate to it.
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Click, oh God, no, nothing no, nothing.
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Our opacity in a normal map.
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And if you want in your office map, so this one, we can just drag onto
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the tongue and replace the barge material also.
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So this like our base bark over here to looking totally fine, seems to
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work so 0 and we want to also probably just drag it onto our cap.
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Like that's.
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And now what we can do is we can go ahead and we can go to our Branch
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turn on two-sided.
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And now, if we go, I'm just navigating to it.
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So that's why it takes me.
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Second.
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We can grab our base color.
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Opacity.
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Normal and roughness and we have them set the two-sided.
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So that's looking pretty good.
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In as for a cutout meshes.
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Let's press edit and let's have a look.
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So
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Yes, you can keep it a plane.
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But I do personally prefer to always just give it a little bit of
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extra geometry.
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It is needed anyway, because what we're going to do is we are going to
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smooth that we are going to do some tessellations that we actually do
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have like a little bit of room to move his round.
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So let's go for something like this.
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We shut the tessellation little bit and then what we will do is we
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will rely on are all these two pushes down quite quickly.
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So we now have this one over here, which is our Leaf.
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So now we can pretty much just work on that, so we can go to our
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little, right, click our geometry.
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And if we, for example, once again, go to leaves, you can play around
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with this and I don't need to alternating so maybe we can just go for
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like scattered leaves and see how those work.
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So, these leaves they will have smaller branches to them.
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So they are actually going to become a little bit bigger.
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So what I'm going to do is I'm going to go in here and I will will
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first go.
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Let's see.
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Let's first go to skin set the size of the leaves, a bigger.
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Let's go to generate and just set the number.
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And it is using my favorite which is proportional.
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And I just want to go ahead and I want to have them all like sticking
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a little bit forward.
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So I want to go to my online.
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Over here.
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And do like a little bit like this.
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And now, if we are to our Branch texture, you can see that.
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So this is now the texture that we created.
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Which works really nicely because it is the same text Branch textures
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over here.
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So we just need to go ahead and we need to make it look a lot Fuller
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compared to what we have over here.
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So that's why I wanted to also have some like quite close.
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If I have a look at this.
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I'm going to go ahead and I'm going to, hmm.
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Yes, I can add more little branches over here.
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Although, I, by the way, I do need to go into my segments.
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and I need you like set my
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relative quite a bit down.
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Although it.
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Looks like it cannot go down, much more set.
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My optimization over here up.
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00:12:00,325 --> 00:12:02,625
So this will do like some general optimization.
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You see, now we are only at like 4,000 Tangles, although 4,000 might
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be little bit.
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Too little, there we go.
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And I'm gonna go into my leasing this like, it is a little bit fiddly.
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We just basically want to just go back and forth and just see what
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works.
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So over here.
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I got like go of course with my size.
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But if I go to large my size, you will get this kind of stuff.
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We're just like you can easily still see gaps in the tree and it just
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doesn't feel really nice in general.
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So instead.
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Let's go ahead and let's say.
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Okay.
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So let's first of all, just finish off some stuff over here.
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So the size over here.
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I'm fine with that.
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I'm going to, I don't think.
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Yeah.
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Here collection.
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We need to have Collision turned off in this case because else it will
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just look even worse.
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I'm going to go ahead and go to my orientation.
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And I'm just basically playing around a little bit.
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With the pieces, folding is one that I want to like play around to it.
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00:13:09,925 --> 00:13:15,225
Curling over here, we can also do so that they can like go downwards.
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We can give some like some twisting if we want.
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Some kind of vertex.
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Defamation is also nice.
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00:13:28,125 --> 00:13:32,625
And a scaling over here, you can maybe give like a little skill.
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00:13:32,625 --> 00:13:33,825
So let's try out a random stuff.
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00:13:33,825 --> 00:13:37,725
So if we go in here, here we can say we can give it like a little bit
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of variance like this.
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Just to randomize it a little bit.
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00:13:41,725 --> 00:13:45,025
I'm quite embarrassed now that I did not use this one too often for
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the other pieces, but okay, so we got this and now I think that we
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need to do is we need to rely mostly on our branches to fill in the
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space a little bit better, especially down here.
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So let's set the frequency.
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Over here a little bit up.
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You see?
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Until we are starting to fill in the space and then we got something
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like this now.
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Next stop.
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00:14:06,725 --> 00:14:08,925
So that is already looking quite a bit better.
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00:14:09,025 --> 00:14:09,525
Of course.
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00:14:09,525 --> 00:14:13,125
I need to play how to my texture, like my actual texture itself.
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I want to go ahead and I want to just work on the colors.
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But if I see this, the first thing I think is going to leaf and
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setting our number down a little bit because it is a little bit
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Overkill.
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00:14:31,825 --> 00:14:35,425
Let's go for something like this, especially because once we have our
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shadows and everything in here, we can probably hear if I go to post
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00:14:39,525 --> 00:14:42,225
and click on a ohia, see once you get like shadows in here.
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It's already going to become a lot less.
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So this is pretty good.
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I'm going to now
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Click on my large punch overhearing.
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Go to note.
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And am I able to select this one?
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This one?
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I feel like it's sticking out too far.
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So, I'm just going to push it back in, and maybe like, play out a
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00:15:00,325 --> 00:15:01,925
little bit more with my angle.
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00:15:03,125 --> 00:15:06,925
And I feel this one sticking out also a little bit too far.
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00:15:06,925 --> 00:15:08,425
So let's also play how to that.
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00:15:11,325 --> 00:15:15,325
Because I still want to like have a little bit of you got didn't mean
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00:15:15,325 --> 00:15:17,725
to do that little bit of control over.
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00:15:20,025 --> 00:15:21,025
My parches.
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00:15:21,225 --> 00:15:23,625
But as you can see, you can very quickly generate a pretty
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00:15:23,625 --> 00:15:25,725
good-looking tree over here.
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Now the trees has said before they can become very Advanced.
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You can also for example, go to your trunk and you can go like I've
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00:15:33,025 --> 00:15:35,425
never will have not done this a lot, but
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00:15:37,425 --> 00:15:39,625
you can do like nuts and
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over here.
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00:15:44,525 --> 00:15:46,925
I think I've what I need to do is I first of all need to like arts and
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00:15:46,925 --> 00:15:50,425
next up behind you this or what I can do is I can add probably like a
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00:15:50,425 --> 00:15:51,325
punch to this.
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00:15:52,825 --> 00:15:55,825
No, wait, I I'm just messing out with this.
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00:15:55,825 --> 00:15:59,125
So if you want you can ignore this, but there was like a way that you
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00:15:59,125 --> 00:16:01,025
can like art a bunch.
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00:16:02,025 --> 00:16:05,925
And for this Bunch, you basically go to generate and you set it to be
346
00:16:05,925 --> 00:16:06,925
very, very low.
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00:16:08,025 --> 00:16:08,725
Like this.
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00:16:10,425 --> 00:16:12,325
And then you set the brake all the way up.
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00:16:12,825 --> 00:16:14,325
So here we have like one Bunch.
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00:16:15,025 --> 00:16:17,625
So let's say that we even go to like nodes and we
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00:16:19,325 --> 00:16:20,825
just change the position of it.
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00:16:23,525 --> 00:16:26,625
And after you've changed the position, you can go to spine and you can
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00:16:26,625 --> 00:16:27,425
go down.
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00:16:28,525 --> 00:16:29,525
And break it.
355
00:16:35,825 --> 00:16:39,225
Which in this case, it does work, but not at a
356
00:16:40,525 --> 00:16:42,025
Position, I want to come on.
357
00:16:42,125 --> 00:16:42,825
There we go.
358
00:16:43,625 --> 00:16:44,625
And then over here.
359
00:16:44,625 --> 00:16:46,425
You should be able to act like a knot.
360
00:16:48,125 --> 00:16:49,125
And not just the cap.
361
00:16:50,025 --> 00:16:50,425
I know.
362
00:16:50,625 --> 00:16:51,725
I guess it was a cap.
363
00:16:52,325 --> 00:16:55,025
So, yeah, there you can add just like a cap over here.
364
00:16:56,725 --> 00:17:00,525
And that will give you likes again like an interesting Loop, but it's
365
00:17:00,525 --> 00:17:01,025
not going.
366
00:17:01,025 --> 00:17:04,425
It's not looking as good as good as a dad, probably because the cap
367
00:17:04,425 --> 00:17:08,225
material you would also you also want to have like a unique material
368
00:17:08,225 --> 00:17:11,325
in this, but I just wanted to quickly show you that you can do stuff
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00:17:11,325 --> 00:17:14,625
like this, even though I personally don't find myself doing it too
370
00:17:14,625 --> 00:17:14,925
often.
371
00:17:14,925 --> 00:17:18,425
But yeah, you can like set the spot down and then you can go ahead and
372
00:17:18,425 --> 00:17:23,025
you can just mess around with this at for example, it just it starts
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00:17:23,025 --> 00:17:26,425
like that nice extra bit of detail as if the day I used to be.
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00:17:26,525 --> 00:17:28,325
And she about to kind like got broken off.
375
00:17:28,925 --> 00:17:32,025
So here that's like quite cool to have stuff like that.
376
00:17:32,425 --> 00:17:33,225
Yeah, for the rest.
377
00:17:33,525 --> 00:17:34,725
I think it's pretty basic.
378
00:17:34,725 --> 00:17:37,525
You have your leaves at this point, you can generate whatever you
379
00:17:37,525 --> 00:17:37,725
want.
380
00:17:37,725 --> 00:17:40,225
So if I would just, for example, save my scene first.
381
00:17:41,725 --> 00:17:44,025
That is not the one but not the correct folder.
382
00:17:46,025 --> 00:17:51,325
Let's go in here saves a let's just call this 3 on the score 0 1
383
00:17:51,525 --> 00:17:55,025
because I in my time lapse of my Forest I will most likely create a
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00:17:55,025 --> 00:17:56,425
few more extra trees.
385
00:17:56,525 --> 00:18:00,925
So let's just save this but though she treats will just be generated.
386
00:18:01,225 --> 00:18:02,225
So yeah, you can go in here.
387
00:18:02,225 --> 00:18:04,325
You can also make use of forces if you want.
388
00:18:04,625 --> 00:18:08,025
Now, in this one, first thing I would think of is to, for example,
389
00:18:08,025 --> 00:18:12,025
like player how to little bit more with like my noise to give it like
390
00:18:12,025 --> 00:18:12,625
a little bit.
391
00:18:14,025 --> 00:18:15,425
Like an unevenness.
392
00:18:18,525 --> 00:18:20,825
Which I'm actually going to probably leave here.
393
00:18:20,825 --> 00:18:21,625
I quite like that.
394
00:18:21,625 --> 00:18:24,525
So let's just save scene and let's say that this is now done and then
395
00:18:24,525 --> 00:18:27,925
if you ever want to change it around, yes, you can do the tongue, but
396
00:18:27,925 --> 00:18:32,525
I tend to just go for my big punches and then I just go to like my
397
00:18:33,625 --> 00:18:34,725
Randomizer over here.
398
00:18:35,325 --> 00:18:38,625
And the thing is you can also had the mice everything.
399
00:18:38,725 --> 00:18:42,025
If you randomize everything into a little Aegis, randomize the entire
400
00:18:42,025 --> 00:18:42,225
tree.
401
00:18:42,225 --> 00:18:44,625
So if I press that one, here, you can see that.
402
00:18:44,625 --> 00:18:50,025
It's just I think I even if I go one down here, see it randomizes the
403
00:18:50,025 --> 00:18:53,025
trunk, it randomizes all the branches, it randomizes everything,
404
00:18:53,025 --> 00:18:57,025
basically and then you can see that you can very quickly create
405
00:18:57,025 --> 00:19:00,225
variations of a tree to fill in your Forest.
406
00:19:02,425 --> 00:19:04,125
Like that's so we got this one.
407
00:19:04,125 --> 00:19:05,225
I'm going to quickly.
408
00:19:07,625 --> 00:19:12,525
Save 30 on yeah, I'm going to quickly like a reopen this that we know
409
00:19:12,525 --> 00:19:13,625
I don't even say that to that.
410
00:19:13,625 --> 00:19:14,925
We have like old version back.
411
00:19:15,225 --> 00:19:16,125
So we got like this for31396
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