Transcripts
1. Introduction to Class: Hello everyone, and welcome
to this new course. In this course, we will go over the entire process of creating a stylized landscape
environment. With the help of this course, you can massively
increase your skills in stylized environment
art as we go through multiple different
aspects of it together. Like creating
stylized grass trees, rocks and much more. We will mainly use
only two pieces of software and religion. Five, and Lender
with a little bit of substance painter to
texture. A couple of acts. In this course, you will learn everything
you need to know to create the final results that you see in the course
images and trailer. With the help of that,
you can create your very own beautiful,
stylized environments. This course hours of content
and all the required files, such as the Alphas, textures, blendophiles,
et cetera, will be provided
with the course, including the Unreal project. We will go over every step
in this course together, and nothing will be skipped. The course does not have
any kind of time lapse, so you can follow
every step easily. The course is
mainly divided into five sections as
we step by step, create this beautiful looking, stylized landscape,
starting with setting up the landscape material and
stylized grass in section one. Section two will
cover the process of creating stylized foliage, following up with modeling
and texturing stylized rocks. In section three,
in section four, we will learn to create
clouds for our scene, creating various different
variations of them. Finally, ending the course, learning to create fluffy
looking stylized fees. We will finish the
course by taking some high resolution
portfolio screenshots along with some
camera animations. This course is perfect for everyone who wants
to learn about environment art and especially get started in the
world of stylized art. This course is for
people of all levels, and everything on this course will be explained in detail, but some prior
basic knowledge of the software used will
be, will be helpful. I hope to see you
there in the course. Thank you.
2. Setting up RVTs: Hello and welcome everyone
to this new course where we will be creating
a stylized environment. From start to finish,
we will be creating a landscape type environment
with a stylized look. We will be covering a bunch
of things in this course, like creating nice looking, stylized fluffy grass,
stylized foliage. Things like stylized rocks, bushes, clouds, and
many more things. Let's start right away. We can start by creating a
new hundred project. Just open up this unreal
project browser and head over to the game Stab so that we
can create a new project. You can select blank
from over here, and rest of the setting stay at default, check,
check, check, check. Now let's just change the name. I will say it to
something like course, underscore stylized environment. Let's just hit Create and
wait for it to finish. All right guys, now our new
under project has opened up. I will just go over a
couple of basics of Fundal. You can move around in the
Ca by holding right click, and then using WASD to move around like in a game.
It's pretty basic. Another thing, if
you want to bring up your content browser, you can just press control
plus space to bring it up. I'm pretty sure
that you are aware with all these shortcuts
because they're pretty basic. Now, in this first lecture, we will start by creating a simple landscape
master material. We will set up a landscape
and we will also set up our RVD's that is run
time virtual textures. If you don't know what that is, it's basically a feature
in Unreal Engine that will help our assets
to pick up color from the landscape itself
and use it so that there is a seamless transition between our landscape and the assets
that are kept over it, like the grass, rocks,
everything like that. A we will get like a seamless transition between them and not like a hard edge. It will mainly help
our grass to take color from the
landscape. All right? Yeah. If you don't understand it that well right
now, don't worry. We'll go over it completely. In the upcoming lectures, you will understand
it completely. We don't really need
this level over here. This is like the starting level. We can right click over
here in a content browser, so just press control
space to bring it up. And you can click over
here to dock it in layout, so that it stays over here. Only now you can
hit right click. Create New Level. Let's create this new world. Only double click to open
it up, say selected. And now when the
level will open up, you will be welcomed with
this completely black screen. Because currently the level does not have anything,
not even light. We need to add them on our own. Let's just quickly set up a basic lighting
scene for our level. Now you can go over here
in window and enable place actors so that we can
view this place actor window. You can just drag
and drop anything from over here in this
window into the scene. Let's search for something
like directional light, which will basically be our sun. Drag and drop it over here. You will notice nothing
really happens. But wait. Another thing
that we're going to add to the atmosphere,
that is sky. Atmosphere. As soon as we
have like a nice looking sky, we have this dark
area over here. We'll just fix that in a minute. One more thing is select the directional light
and make sure to search for atmosphere,
sun light over here. It is enabled by default, but if it is disabled,
just enable it. You will notice
this is the thing that connects this directional
light to the atmosphere. That way we can see
the sun over here. Next thing to add is I think we can add exponential height. For to add a bit of fog, we don't really need
fog in our scene. But let's just add
it so that we fix that black color thing over here that was
appearing at the bottom. You can adjust the fog
directly from over here. By the fog density, we can decrease it to 0.0 001, that it is very less. Let's see, Next we can add is skylight is dragon
robber skylight. And make sure to enable
real time capture from over here so that we don't have to
capture it again and again. It will automatically update whenever we change the lighting. The last thing to add is
you can also add a bit of clouds just for now so that
your scene looks good. But we won't really
be adding them in our final scene as we will
be creating our own clouds. We don't really need them, but if you want to add them
for now, you can add them. Yeah, that's basically it. Let's see. First
we can hit Save. Another thing that I will do
is I will just select all of them and click over here
to create a new folder. And I will place all of
them in the light section. Yes, so we have
everything organized. We will try and keep
everything very organized in this course so that
we have no problem in finding assets and things. Also, when I pass on all
these resources to you, you guys also don't have any
issues finding out things. Now we can just close this place actors window because we
don't really need it. Now we have our basic
lighting set up. Next we can add a
landscape to our scene. You can go over here
in the select mode and select landscape
from over here. That will be now in the
landscape editing mode. And you can see this
huge green color plane appearing basically
what this is. This will Help us visualize how big our landscape is and how many
like sections does it have. You can see if you change
it from over here, it will update if
you just create, now the landscape is appearing. You can sculpt on it
and do things like it, but let's just undo it for now. We need to change a couple
of settings over here. I don't really want the
landscape to be too big. I will just go over here and set the selection size
to seven by seven, and we can increase the number
of components to 32 by 32. Then I will just scale it down. Type in just 25 over here. That way we have a nice bit
of detail in our landscape. And it is like really small because you don't want
it to be too big. We can detail it properly with it being small if you want. Yeah, definitely. You can go for a larger one if you
want to have that. But yeah, I'm just
going to keep it this way and create now. All right, so now we have
a landscape with us now. You can use the tools
over here and the brush to sculpt on the
landscape very easily. We can add elevation
by painting over it. If you hold shift,
then you will be like adding depth
to the landscape. You can also change the brushes
to add like smoothness. You can select the
smooth brush or flat to flatten out the surface. They're pretty self explanatory. We also have brushes
like hydro and noise that damage thing to like your landscape to make
it look like actual land. Which is pretty cool.
Yeah, Basically, I will just quickly
undo everything. Now what we want to do is we just want to add
like a little bit of variation in the
elevation of our landscape. Just so it looks
like a real land and does not look like
completely flat this way. Let's just just brush size, Let's set the strength
to something like 0.2 that it is not that much. Select the scud tool and just
paint over it like this. Randomly, you can add a little bit more elevation
to some of the area. Just so we have
variations all around. Right away, it looks
like much better, but we can maybe
select things like the erosion brush
again, paint over it. Don't want it to be
like that obvious, we just want it to be
a little bit subtle. As you can see, we have a little bit
damage in some variation. We can add some noise as well. That much. Let's just
undo it over here. I think I will use a
flattened brush to decrease this a little bit. Obviously, you can spend some more time with this
until you're satisfied. But yeah, I think
this is pretty good. You can also use a smooth brush to like smoothen out some of the surfaces where you think
the elevation is too much. But yeah, this much is pretty
good. I'm happy with this. If you look at from
this perspective, we have like various
different elevations. Just let C and add a bit more height
over here. Like this. Yeah, I think that's good. Let's come back to
the select mode now we're done with
the landscape. Now what we want to
do is we want to set up the runtime
virtual textures. The first thing that
you need to do is to edit and project settings over here ser textures, you need to enable
virtual texture support. If you are doing this
for the very first time, it might take a little while, so just keep that in mind if you enable and then you need
to restart your project. I'll just hit Restart. You
guys can also do that and grab a cup of coffee because it will take
a little bit while. I'll just resume back the
video when it is done. Save. All right
guys, it is done. Now let's just close this
project settings window, open up our level. Let's see. I will right click over here
and create a new folder. Let's just rename this to R VTs. We can add our run time
virtual textures over here. The first thing that we need
to do is go over to Tools to window and enable
actors and search for. Time. Yeah, pin time, virtual texture volume, and just drag and drop it onto the scene. Now you can see this volume
has like a box like thing. What we want is we want this box like thing to cover
our entire landscape. That way the volume would work. We don't need to do it manually. We can do it from over here. But before that,
let's just rename this press two to rename it. This one will be our base color one because we will be
creating two volumes. One for the base color and
another one for height. Duplicate this
suppress control C, then control V. Rename
this one to height. Press two again and
rename this to height. All right, now we
have created like two volumes to run
time, texture volumes. The next step is to create the corresponding two textures. Come over here in this folder. Let's close this
place actors window. For now, in the content browser, hit right click and in
the texture section, you can create a run time
virtual texture from over here. Create this again. I will first rename
the base color, just so we know that it
is for the base color. Right click textures, and
again create another one, and this one would
be for height. Now select the base
color from over here in the virtual
texture section, come over here,
select base color, and in the height also
select the height. Now we need to change
their size just so it fits everything fits
our landscape properly. So it is very easy to do,
just select the base color. And you will see
this bound Align actor, select the dropdown. And using that dropdown,
select the landscape. And then hit Set Bounds. As soon as you do that, you can see the size has increased and it is completely
encompassing our landscape. Do the same thing
for the height. Click on this, drop down, select this and set downs. All right, perfect. We are, good to go. Let's see. Next step is to just
open up your base color, the textures from over here. Double click to open them up. Now when you open this up, we will see the virtual
texture content and we can just change it to base color only because we will only be using
it for base color. We do not need the
rest of the channels. Select base color and
make sure to increase the size to its
maximum and it's safe. Close this and do the same
thing for the height. Double click to open it up. Change it to world height from over here and
increase the size to maximum Close this
again if you want. You can change the
virtual texture content for the base color to
contain all of the channels. Just to have them, but we
won't be using them at all. We will be using the
base color only. But let's just keep
it to have it. All right, now we are basically done with a run
time virtual texture. The last thing to do is select the landscape and drag
down come over here. In the virtual texture section, we also want to add both
virtual textures just to know that they need to be
connected to this landscape. Click over here and select
the base color again. Click on this Plus Cycon
and select the height. Now as soon as you do that, you will see that our height has some texture
appearing over here, this black and white
texture, basically. Now we know that our RVTs are working because basically what this white and black color is, wherever our landscape is like, raised in height, it
is appearing in white. And wherever it is flat or like downwards, it
is appearing black. Just quickly restarted
my unwell project and you can see it is
appearing over here also. Now we can also see in action, if we go over to
the landscape mode, let's just again start
sculpting over here. Send this to something like 0.2 again and just sculpt
lightly like this, you will see update over here. As you can see, yeah,
the color has updated. If you keep on sculpting, you'll see the map
changes over here. Also, the base color
is not really changing right now because our landscape
does not have any color. But when we will add
our landscape material to it to give it color, then we will see it appearing
in the base color section. Also, if you hold shift
now and create depth, you'll see that black color
spot appearing in the center. This is basically for the death. If you keep on like painting, you'll see it starts
to appear basically. Now we can confirm that our RTs are working properly and they're connected
to the landscape. I will just quickly undo it. Yeah. Now I think it is done and it should revert
back to normal in a while. I think it is still
left. So let's just quickly undo everything. All right, so everything
is back to normal again. And in this lecture
we have successfully set up our RVT's. I think this is it for
this first lecture. In the next video, we'll be creating a landscape material. Yeah, we will start to paint on the landscape a little bit to
give it a bit more detail. Yeah, thank you as watching,
I'll see in the next film.
3. Creating the Landscape Material: Hello and welcome everyone. In this lecture, let's set up our landscape master material. I'll just come over here in
the content right click. And let's create a new folder and we name this new materials. Now in this folder, let's again right click and create
a new material. I will name this as the
Landscape past the Material. Double click to open
up this material. And let's start. We
will be creating a pretty basic landscape
material. Let's just start. First, to access all the
runtime virtual textures, we need to add a
virtual texture output. Not just hit right
click and search for virtual texture output Enter and place it right over here. All right, next we need to set up the base color
of our landscape. What we will be doing is we will be setting
up a layer blend. And we'll choose like three
or four different colors, one for the ground,
dark colored grass. Then we will blend them all. And using that, we will
paint on our landscape. Just sit right click
and search for landscape layer blend this one. Now what you need to
do is select this node and come over here and click on the plus icon four times to
create four different layers. Let's open this up from here. The first one would be a ground. The second one would
be grass underscore, will be like a lighter
version of our grass. This one can be sly grass. The last one would be
grass underscored dark. Now what we need to do is we need to plug this
into the base color. Basically, this node will
drive our base color. We need to add like four different colors for
all these layers. Just V on your keyboard hold and then just
click like this. You will see a
parameter is added. Basically, this is like a vector four parameter and
we can rename this to ground just like this. Now this copy paste
this four times, just plug all four of them into their respective channels like this and make sure
to rename them. This one would be grass
underscored light. This one can be grass, the last one is
grass underscored. All right. We could
have also like created them normally
just by pressing three. And if you use like this
kind color basically, this is also a color input only. But the reason I created them parameter is you can just right click and
convert this to parameter. Now this is a parameter. The basic difference
between using it normally and using it like a
parameter is, uh, when we create the
instance of this material, we can change this on the fly. And we don't have to go
into this material and change the color like
manually again and again. We can just directly change
it from the instance. Let me just quickly
show you how. First let's just set the color. Select the ground
and let's see that the alpha to one and we can select like a yellowish
color for the ground. Obviously, we can change
this at any point of time. You can just quickly set
this to anything you like. This one would be a ground color for the grass underscored light, we can choose like a
greenish yellowish color, something like this. For the grass underscored dark, let's just select a darker
color, something like this. For the normal grass, let's choose a
basic green color. Yeah, I think this is
pretty good now, as I said, we can change these on the fly when you could save on
your master material. Wait for it to completely save. Let's close this window and
if you come down over here, right click and create
material instance. We won't be actually using the master material
on our landscape, but we will be
using the instance. When you open up this instance, you can see over
here we can easily change all the colors on
the fly however we like. We don't have to
actually go into the master material and
make the changes over here, then it safe, because that will be a long and
tedious process. Yeah, that's why creating
like parameters for the values that you will change
often is a good practice. Let's just hit safe. I will
delete this instance for now. And open up the master material again. And let's start working. One thing that we forgot is make sure to set
the alpha to one. Yeah. All right. Now for the specular
and the roughness, we can basically hold one
on our keyboard and then click to create these
two scalar parameters. And just plug them into
specular and roughness. Make sure to right click
and convert them to parameter like this and
rename this one specular. This one can be our roughness. Now obviously we don't want
to set the roughness to zero because landscape is
basically like ground. It won't be reflecting that much value for the default value. We can set this to
one for the specular, Let's see, You can see how the specular value reacts with the
landscape material. For now, I will just set
the default value to 0.1 and we can see how
it works out. It's safe. Now, basically this is a very
basic landscape material, but you will notice that
we haven't actually done anything with this runtime
virtual texture output. What we need to do
is it is pretty. Whatever you plug
into the base color, you can just grab it and plug
this into the base color. And this way now it is working. Connect all these colors and our base color into the
N time virtual texture. Whenever we place things
like grass or rocks, whatever, they will
pick up the color from the ground and
everything would work. Just plug this into the
base color if you want. You can also plug
these channels into the specular and the
roughness like this, but we won't be
really using them. I will just not do it. Another thing that we want
to do is if you remember we created two different RVT's, one for the base color and
another one for the height. We need to plug something
into the world height. It is very simple,
you'll just hit right flick and search for
the node world position. This one absolute
world position, this node will
basically give us like the coordinates of
a single pixel. We cannot directly
plug this into the world height because these
are like the coordinates. So we'll just keep it like this and search
for component mask. Basically this will mask out the coordinates value this
has like R, G, and B. Basically this is x, y, and z. For the world height,
obviously we will use the z axis only because
that is the height. Just enable the channel because
we only need the z value, because we only need
the world height, we do not have any use for
the X and the Y. Rgb is X, Y and Z just enable the blue channel and we
only need the z value. And now plug this into
the world height. Basically it is working perfect now and we're done with
a landscape material. Now let's start painting on the landscape a little bit
to give it a bit of color. Close this, now hit right, create material intense, select the landscape
and just drag down. And in the material section, landscape material,
drag and drop. This material
instance like this, you can see our landscape
went completely black. All right, let's fix that. We can go over here in the mode, in the landscape mode, select the paint and you can see all four of five layers
are appearing over here. But if we start painting,
nothing really happens. It will say that this layer has no layer in
four assigned yet, so we need to create that.
It is pretty simple. Again, click on this plus icon and select Weight
Blended Layer Normal. And we can save it over here. But first I will create
a folder right click and create a new
folder layer info. Now click over here,
Weight Blended Layer and the layer in four
folder. It's safe. Wait for it to save. Now as
soon as you will save that, you will see the ground
color is appearing all over our landscape because
that was the first layer. That's why it is completely
filled like this. You can now select
the grass light, click on the plus icon, and just keep on creating
all the layer in files for all four of
the layers like this. Now all of the layer
inflows are created. Now when you select the
layers from over here, like let's select the
grass and start painting, It might take a
little wide to load. At first it will
be a little slope. You can see this green color
is appearing over here. It is not as dark
because currently the tool strength is set to
0.2 If you increase that, now you will see it
is a lot darker. We can sleds dark and
start painting like this. It is a little bit laggy, but yeah, we can work with it. It is definitely not that bad. You can see this way.
We can paint over our landscape easily adding like all these different variations of colors to make it look good. What will happen is when we will add our grass onto
the landscape, it will basically pick these
colors from the landscape. And using runtime,
virtual texture, the grass would automatically appear of that color, whatever. Below it. It could
be really cool. We'll do that later on. But right now, this is
looking like really bad. Not that good. What we can do is we can use
the custom brush. That way we can easily
paint onto our landscape. If you select this
icon over here, we can also select the
alpha brush from over here. Currently it is empty, but if you move over into your resources folder that
I've provided to you, open up that folder. In the Textures folder, I've added this Landscape
Alpha, this dragon. Drop this into unreal. Obviously, we cannot
keep this out over here. Let's just create a new folder and keep everything organized. Drag, drop this into
the Textures folder. Now, select the
Alpha and Dragon. Drop this Alpha over here. Now you can paint
over it this way. It would give a nice
feel onto our landscape. It is much better than
using the normal brush. As you can see, it is already giving us really nice results. All right, Before I
start to actually paint, I want to show you something
that I mentioned earlier. If you go back in the
material section, open up the material instance. As I said, we can change
the colors on the fly. Let's say I did not
like the ground color, so I can set this to completely
different, like red. Okay? And you can see instantly that color
changes to red. This is like the power
of using parameters. We don't have to go into the
master material actually, and we can just quickly change
them from over here only. Let's see specuf I
said this to one, give us better results. One is lights zero. I think setting it to
zero looks much better. In my opinion, roughness
is okay at one only. Because if you
said this to zero, everything would be
like really reflective. We cannot see it right now. But yeah, we don't want
this to be reflective. We'll just set this to
one, only specular. Instead of setting it at zero, we can set it 2.1 Now let's just start
painting on our ground. We can adjust the
colors later on. How we can do that is I will
just select the grass dart. Give it complete
one tool strength, and paint it all over
our landscape like this. Discover it entirely. This now we can use the other layers
to like layer onto it. Let's select the brown
and make sure to decrease the tool strength to something
like maybe 0.4 for now. And quickly dab onto your
landscape like this. If you keep on layering, trust me, it would turn
out to be really good. Just keep on doing this. You can see we have this
nice layering effect, like over these areas, we can use it repeatedly. So maybe set this 2.6 this time. Again, keep on doing this to give it like a painterly look. I need to do it like multiple
times to make it look good. Let's select this now. This might take a little while, but it will drive how our
actual environment looks later on because
all these colors are dependent on to grass. It'll decrease it to
0.2, or three maybe. So now I would just
suggest you guys to pause the video and just keep on doing this until you feel like kind of nice effect
has been reached. Make sure to keep
on like changing the tool strength again and again and just have different
variations of these grass. And you can see it
is starting to look. All right. Obviously we can change the colors
at any point of time. The tools strength because I want the grass
dark to be like, mainly predominant
in the landscape. Now, just select the, this
one is a tool stretch, again, just to the same because earlier it was looking
like really light. Now it is much better.
I think either side, this might take a
little while to achieve the perfect
combo right now. I think I'm really
happy with it. It is, giving nice
painterly look and I'm quite satisfied with it. Let's just keep it this way. And I will hit save. We are done right now with a landscape. We have set up the
basic material. We can now change these
colors whenever we want. But right now, let's
keep them this way. Only when we will actually add our grass onto
our landscape. Then we will change
the colors and see how they react and how they look. For now, I think that's pretty
good. Let's just hit safe. And much is it for this video. Thank you, us watching.
I'll see the next one.
4. Modelling the Grass: Hello and welcome guys. So in the last lecture, we
created our landscape material and also set up the landscape
so that we can paint on it. And in this lecture, let's
just finally start to model the assets that we will be mainly using in
our environment. So the first thing that we
will be creating is the grass, so it is pretty easy to do. Quickly open a blender
because we will be using blender to
model everything. All the grass foliage,
rocks, everything. We will be using blender. Open up a new scene in Blender. And let's just start
by pressing A to select everything and just delete all these
default objects. I will also press N and quickly
enable Screencast keys, just so you can see all of the shortcuts that
I'm performing. As you can see, they
will appear over here, all of it by clicks and even the keyboard shortcuts
that I'm performing. Yeah, that's pretty helpful. All right, to start off, the first thing that I
want you guys to do is if you will quickly go over
to your resources folder. In the exports folder, you will find this unreal
mannequin FBX file. Basically, we will
be using this model. This is like a human
model that we can use for our reference reference, the size of our
grass and foliage. Everything just go over
to file import f x. Now quickly head over to your tutorial directory
just a second. Now, in the exports folder, select this and you will see this mannequin
import it into a blend. Then we can use it to reference
all our assets that we create so that we get the perfect size and nothing is like too big or too small. All right, to start off, let's just press Shift
and add a plane. This plane would
be added, press R, then X, and rotated
by 90 degrees. You can type in 90
on your number pad to rotate it exactly
by 90 degrees. The first thing
that I want to do is I want to move
the origin point, right over here at the bottom. Do that, just press Tab
to go into the edit mode. Press two for select, select this edge, and
then press Shift Plus. And move the cursor over here. Select cursor to
select shift plus S, then cursor to
select it to bring the cursor right at the
center of this bottom edge. Then you can go over
here, object set origin and set the
origin to three cursor. The reason I'm doing this is
I'll just quickly show you. First you can press, then set. Now when you hold control, you can snap it like
this and easily place it exactly over
this axis like this. That is exactly over here. If you scale it
down, you can see it is really simple
to scale it down. If you press then
to scale it up, you can see it is pretty easy. Conversely, if you
add another plane, and let's just say the
origin was in the center. And if you place it like this, then if you try to scale it, it can get a little
bit tedious this way. When you set the origin
right at the bottom, it is very easy to
scale everything. All right, let's see, I will first scale
it down something. Let's just see how thick we
want a grass strand to be, obviously not this
much the length, you can see it is around
two boxes, two units. You can make the
length of the grass strand this much only
around two units. You can press then to
scale it accordingly. Then you can press then
X to scale it down on the x axis like this. Let's just keep it
this much for now. And then what I will do is
selected press control, apply the scale, then press Tab press control and just
add a bunch of edge loops. You can add maybe
five. Add edge loop. You can press
control and then use your scroll wheel to
increase the number of them. Make it five. Then
hit right click to place them exactly at
the center, like this. Now what I will do is
select these two vertices, Press one verticlectelect,
these two vertices, then press M and
merge them at center. Create something like this. Now to make it a
little bit thinner, what I will do is I'll select this and select this
thing over here. This is proportional editing. I will just show you what it is. Basically, just
enable it for now, Press tab, Just select these three things,
these three vertices. Then press the X, and when you scale it
down, first enable it, Now press then X. And when you scale
it down, you can see even though you are
scaling these three things, only all of it is
being affected. And you can control it by
using your scroll wheel. If you bring the
scroll wheel down, whatever is inside this
circle, it would be affected. If you increase the
size of the circle, you can see all of these vertices still
here are being affected. If you increase the
size even more, then everything is
being affected. But if you decrease the size, the only these three
are being affected. This is really cool. What I will do is press N
X to scale it like this, and then just increase
the size of it. Yeah, this is pretty good and it is giving us
like a nice strand, like look, which I think
looks pretty cool. We don't have to do
too much with this. I think this looks fine. Now what we need to do is we need to create a grass
clump out of this. Basically we need to
duplicate it again and again, and then we can
create a grass clump, but before that, make
sure to disable this. One thing that I want to do
before actually creating a clump out of this is
go over to UV editing. Let's over here, press control, Apply the scale first, then press Tab press to
select everything. Then press U and
just hit unwrap, that it is UV
unwrapped like this. You can select it over here, Then press R and type in 180
to rotate it by 180 degrees, just it is UV unwrapped. Before we do anything disabled
proportional editing, let's scale it down and place it just like this over here. The reason I'm UV unwrapping it before is because
after we duplicate it, it would be easier for
us to wrap all of them at once because they would
be already UV unwrapped. Let's just keep it this way
and come back to layout. Now we can actually
start to duplicate it. I'll just select this
mannequin and turn it off. For now, press H to hide it. You can press Alt H
to bring it back, or you can just
tbl it from here. I'm expecting you guys to know
a bit of these shortcuts. I might gloss over them, but I will try to guide you through every step and tell every shortcut that I'm using, but sometimes I might forget. Now, I will just press three
for the right side view. Basically, when you press one, it is for front side view, seven is for top, and three
is for right side view. I will select this
grass strand that we created and press Shift
plus D to duplicate it, press Y to lock
it on the Y axis. Let's place it
somewhere around here. Obviously, it is too straight
to look like a grass. We need to rotate
it a little bit. Press Tab, let's again
enable promotional editing. Select these three, I think, and then press R, then X, and you can rotate it like this. You can maybe select
Sphere from over here. Obviously decrease the size. Let's try the first one now, press three again for
the right side view. Let's disable it first and
press whenever you like. Press three and try to
select all these vertices. You will notice that only
this side is being selected, so make sure to enable x ray. Now when you press
three and select them, you will see everything
is being selected. Yeah, just make sure
to remember that. Bring it out over
here in the front. And just try to create like a nice looking
curve out of this. Yeah, I think that
looks pretty cool. Now what we need to do is
I will select this one. Obviously this is too
straight right now. Just select this one,
Press R, then X, enable this first, we can just rotate it
just a little bit, not too much, so that it does not look
like really straight. That's okay. Now we don't
need to do anything. Select this, press shift
plus D, rotate it around. Shifters these to
duplicate things, you can just duplicate
it a couple of times and place it
around like this. Very simple, obviously. Right now it is looking
really repetitive. But what we will
do is select this, we can scale this one down, rot, make them all
various different sizes. That's why I said the
origin at the bottom point. As you can see, it is
really easy to scale them down and easily
move them around. Press R, then X, and rotate it
downwards like this. Now we can, let's
select these three. Select them all. Duplicate them. Scale them down like this. Again, duplicate them.
Place them over here. Make sure to break up the
variation a little bit already. It is starting to
look. All right, let's place one over here
again, scale it down. Make sure to press R then X. As you can see, it is
not rotating properly. But if you press X once again, then you can rotate
it like this. Whenever you press
any axis two times, let's say if I press then Y, and if I press once again,
it would be aligned. Across the rotation,
it's pretty helpful. Be sure to make them all a
little bit leaning forward. Again, I would suggest you guys to spend some time with it so that everything looks proper. The more time you spend it,
it would come out nice. But right now, I think it
is looking pretty good. We can duplicate stuff
a couple of more times. There's anything many? Yeah, I think the
size is pretty good. If you want to make it
a little bit larger, you can select them all and scale them up just a little bit. All right, so now I'm
pretty happy with it. Let's hit Safe and make sure to save our
blender file first. Totally forgot to do that. Now in the blender files folder, let's to grass and hit Save. All right, now
what we need to do is select them all like this and then press control
J to join them all together so that they are just a single object like this. Right click and shade. Smooth this and go over here
in the object data property. Then make sure to
enable or to smooth. The next step to do is go
back to the UV editing press to select
everything and we do not need to UV and
wrap it once again, just go over to UV and make sure to select average
island scale first. And then just
select Pac Islands. We will get something like this. We selected all disabled
proportional editing, press R and rotate
it by 180 degrees. Now what we need to do is we
need to make sure that all, all these bases are
parallel to each other. We need to do that because
if we don't do that when we set up like
wind in unwell engine, it can cause problems
for us because we only want the
base to stay stable. That's why we need to keep all the bases in
the single line. Only what we need to do is
it is not that difficult. You can first enable this from over here so
that they are visible. Now, just hover over
each one of them. Press L, and you can
select them easily. You can see, however,
over this one, press L and then press then Y to lock it on the Y
axis. Then hold control. Okay, first we need
to go over here and make sure to select
vertex snapping. Select vertex snapping
from over here. Now when you press then
Y, and now hold control. You can see you can snap
them both perfectly again. Press L, then press then Y, and snap it quickly. Keep on doing. Press
L and press then Y. Press L over here, then press
then Y and hold control L, Y and hold control. So quickly, finish
up this thing. All right, Now it is done. We can displace them
somewhere around here. Scale them up a little bit. Now all of the bases
are completely parallel. That is
what we want it. Now we can move back to the
layout tab, and let's see. All right, now let's
select our object. And first let's
rename this to Grass. The last thing that we
probably have to do is we just need to fix the
normals of our grass. And with that, everything
would be done and we can export this to Un engine. To fix the normals.
First you need to select your object and go into
the edit mode. And Come down over here
and enable this thing, this one in the center,
middle normals, you can display all the normals. And you can see they are all facing in different directions. What we want them to
do is we just want to make them face all
upwards like this. Then it would work correctly to do that, It is pretty easy. But first what you need
to do is you need to press Tab to come out
of the edit mode. Then select your object and press control and
apply all transforms. What this will do
is it will make sure all your
transforms are applied. There is like no
rotations or anything and also the origin is exactly
at the world origin. One more thing that you need
to make sure if your grass is like place somewhere around here and it is not
at the origin. Is quickly press seven
for the top view. Try to place it just
around at the center, only like this,
somewhere around here. Then you can press control
and apply all transforms and you will see
the origin point shifts back to the center. We want it to be
at the center only because it can mess up
things in under engine. If it is, not, just make sure your grass is exactly
at the center and the origin point is also over there at the world
origin. Like this. With that, when you've
applied all the transforms, you can press Tab to
go into the edit mode. Press eight to
select everything, and then you can press all plus n. You will see this
point to Target Normals. When you select Point to
Target, you can click anywhere. It does not matter where
they are all pointing. You can see this thing that is popped up in the
bottom left corner. Just increase the Z
value to a large number. You can maybe set this 21000, that point exactly
upwards, just like this. With that, all our normals
are correct and fixed. Now, export this thing
into Unwell engine. Now to export it,
you can just select, make sure to just
select this thing only and not anything else. Go over to File Export
and select FBX. You can enable
selected objects so that only the selected
objects get exported. And make sure to select
Mesh from over here, so that only mesh type of
objects get exported and not anything else like
camera, anything else. You can just rename
this to Grass and come over to
your exports folder. And hit Export that we
are basically done. You can open up Unwell. Let's right in the
content browser and create a new folder. Will rename Grass. Open it up. Go to Add Import in your folder. You can select this
export file that we just exported from Linda
Grassfbx and hit open. Make sure to enable
import normals from over here you can open up
this advanced option. In the normal import method, import normals is selected
and not anything else. Re everything can
remain at default only just import nor grass has been imported
into under engine. You can drag and drop
it into the scene. But it would look
very weird because it does not really have any
kind of material right now. You can see we cannot
even view it properly. But don't worry,
we'll fix all that. Let's just delete it for now. Next thing to do is right click and create a new material. Let's rename this material Grass Underscore
Master Material. Basically, this will
be a master material. Yeah, I think this much is
pretty good for this video. In the next video, we'll start working on the grass
master material. Thank us watching.
I'll see the next one.
5. Creating the Grass Material: Hello. I'm welcome guys. So in this lecture, let's start working on a grass
master material. If you remember, I mentioned
that the grass will be picking up color from a
landscape using RVT's. Let's just do that now.
Double click to open up your master material and
it is really simple to do. Let's just set up
that first hit, right click and search for run time virtual texture sample. We will be using this one. Just select, if you remember we only need the base color.
Just select the base color. And plug this into the graph, master material, base color. But first what we need to
do is we need to actually select the virtual texture
over here. Now go over here. Remember now that we have
painted our landscape, you will see that it
is appearing over here in the RVD like the height. Now, we can just select this
node over here and select the virtual texture as this
base color automatically, it will pick up the color
from the landscape safe. And that is all we had to do. Obviously, this is
not the material, It is very, very basic. We will add more things to it, but for now, just to see
the colors and everything. If everything is working all
right, that is pretty good. Let's just try it
out on a grass. Select the grass. Let's right click and create a
material instance of this. So we have this grass
master material instance. Let's open up the grass
and select over here. And search for grass
material instance. This one, select it and now
disappearing over here. All right, let's close this out. And what we can do is
we can go over here, select foliage, and you can dragon drop this
grass into foliage. Select this and make sure to set the paint
density to one. Let's increase the brush size. If you just start painting
over here like this, you can see it is appearing, but it is very small
and it is like, Let's just delete this
all and what we can do is instead select this and make sure to increase the
density from over here. By increasing the density, it will appear a lot more, maybe something like 6,000
that it is a lot higher. Now when you start painting, the grass is
appearing a fair bit. It still does not
look that good. But if we closely
look at the grass, it is picking up the color from what we can
say, our landscape. It is picking the
color from landscape. Let's just undo it all. And what I will do now is now that we have
increased density. Let's just also play with
the size a little bit. Right now, they are
all of equal size. We don't want our
grass to be that way. Increase the scaling from over here for the maximum value
to something like three. Now when you paint
it, you will see the grass is of different sizes. That's much better. And
it is looking right now. If you just quickly paint
it all over like that, obviously it looks really,
really bad right now. But we will do a
couple of things that will fix it a lot more. Now that we have
painted quite a lot, clearly see that the grass
is picking up color from the landscape and our arbuties
are working perfectly. You can see wherever
we paint it dark, the dark grass is
appearing over there. And wherever we painted, the light grass is appearing, making it look pretty good. It does not look
stylized at all. And it does not
look like fluffy, But yeah, it is what
it is right now. Let's just quickly paint
it all over and then I'll show you how we can make it look a
little bit better. There is a magic
option that we can just select it and it will automatically make things
look a lot better. Let's come down over
here and let's just find a nice little angle that
we can look our grass at. You can to turn on and off game view so that you can
view everything properly. I think over here, everything
is looking pretty good. Now what you need to
do is stylized grass basically does not
have any shadows. You can just select
over here and scroll down and make sure to
disable cast shadow. As soon as you do that,
the grass looks much, much better and it looks like much more
stylized because there are not really any shadows and it's starting to
look a bit fluffy. That is what we were aiming for. It is still not perfect. We will add things like brain, some color variation, but for now it is
looking pretty good. All right, Next if you will, just quickly hover
around your scene and look over where the part, the light is hitting the grass. You can see that it is
looking very weird. And the reason for that is
because we haven't really set up the roughness and
the specular of our grass. That's why it's looking weird when light hits the
grass like this. Just to quickly fix this, let's place our scene like
this so that we can see the effect in the
grass master material. You can come over
here, hold one on a number pad or
on your keyboard, and click like this to
create two parameters, right click and convert
them to parameter. Rename this one to roughness. And this one to specular. We can set the default
value of roughness for one, and the speculator
can be at zero. Now you can connect this
one into roughness, and this one goes into specular
As soon as you hit Save, the look of the grass
should improve massively. Now you can see
that the grass is behaving much better when
the light is hitting it, and it looks really good. Now you can also close this out and open up your
material instance. And you can easily control both of these parameters from here. If you increase the roughness, nothing really happens when you decrease or
increase the roughness. I think it is not that visible, but we don't want our
grass to be reflective. So we'll just set this
to one for the specula. You will see that
if you increase the specula and the grass gets light and it does
not look natural at all, let's just keep it to zero. Now you can see the
roughness when we increase the specula and then we
play in the roughness. You can see now it
is very reflective. Obviously, we don't want that. Let's just put this to one
and this to all right, much. Our CD is coming
along pretty well. The next thing to
do is let's save over here and open up a
master material once again. Now we want to play around with the colors
a little bit more. One thing that I want to share before we
proceed is you can also create like a parameter for this run time virtual
texture like right, and search for run time sample. And you will find this run
time sample parameter. Basically, both of these nodes are basically the same thing. The only difference being
that you can change this node in the
material instance also because this
is the parameter, let's say I just plug this in, it will show a error right now, but I will select the base
color as this one save now. The only difference
is when you will open up your material instance, you can change the virtual
texture from over here. Also, this does not
work because we only have one virtual
texture and we don't really want to change
it from the parameters. But yeah, I just wanted to show you that you can add this node, the parameter one, and you can change it on the fly in
your material distance. If you have multiple
different virtual textures. Let's select,
delete this one and plug this into the
base color once again. So we want to be able to change the tip color
of the grass and we will create a gradient
to control it. Let's just do that. Hold
four and click like this. We can just delete
this and hold instead. And then click to create this parameter vector
four parameter. Let's relate to tip color. We can set something greenish yellowish for now because we can
change it later on. Okay, now we want
to mix these two. The way we can do that
is we can love them to select this and just search for linear interpolate
and plug them both in. Now basically both of these
are combined are runtime, virtual texture, and the tip
color that we have created. We can change it in
the material instance. The way we will control this
is by setting up a that will decide which parts will get this thing and which parts
will get this thing. What we can do is we will
be using a gradient. As I mentioned earlier, because grass is basically
like a strand, we need to create a
gradient in the y. Let's just use a
plane for this one. You can change the
objects from here. A plane represents a grass beta. Let's just select this and right click and search
for linear gradient. Now there are two
different gradients, U and V, that
basically are x and y. We will choose the
gradient in the y axis because we want to create
a gradient like this, because our grass strands are standing straight
up like this. To select the gradient and
plug this into a multiplier. Now press one and
create a parameter. Right click and create
a parameter over here. Let's rename this
Gradient Strength. Basically that will control
our gradient and set this to 0.3 Now I will show you just a quick little trick to
visualize your nodes better. You'll understand
way better this way. Right click select,
Start reviewing node, You will see that
here is the gradient. If you select this
gradient strength, you can control
the default value, you can increase the
decree default value, and then you can
control the gradient. Basically, this will be
our gradient strength. That's why we created a parameter so that
we can change it. In the material instance, if you said this zero,
it is completely black. And if you increase this, it
will tighten up over here. But now obviously
this gradient is flipped because it is
coming out from the top. We want it from the bottom. To do that, you select this gradient and plug
this into one minus node. Now plug this into the A, and you will see
that it is flipped. Now that is what we want it if you plug this
thing into the alpha, just right click over here
and stop reviewing this node. The thing about this is if I plug this into the base color, now you can see that we can control this gradient
by this gradient. And if I set this
to completely zero, it will have the
color of this RVT. And if I keep on
increasing this gradient, then slowly this tip color
will start to come in. As you can see, basically
this is what we wanted. You can also change this
tip color from over here, and it will show up over here. This is what I meant
with the alpha. This alpha is like controlling
what parts will show the top node and what parts
will show the bottom node. And we are controlling that
through this gradient. I hope I was clear with the explanation because it
is a little bit confusing. Let's set this to 0.3 And now plug this
into the base color. Hit Save and see how
it changes our grass. It might not look good, but we can change things in
the material instance to make them look better instantly. Our grass is like a lot yellow. And it does not look
good right away, because now everything
looks pretty much the same. But let's come to the
material instance now and try to control
the gradient strength. If you increase the
gradient strength, it will become all
yellow because now the tip color is
completely taking over. But if you decrease it and
just keep it like a low value, then we can have a
nice bit of effect. You can also change this
color to make it like a more greenish yellow that is completely
according to your taste. I think that would add a
nice bit of value this way. I think it looks much better. Now, this hit, okay, let's
set this to something like 0.2 Now if you keep
on increasing it, the tip color would
start to take over. But if you keep it
at a low value, you can see if you
set this to zero, then it is completely
like the LVT. But if you increase
it a little bit, then this tip color
would start to show up. Let us set this to point
to because I think that adds a nice bit of
color to our grass. I think it makes it better. I'm happy with it.
Let's continue. Let's go back to the
master material. We can hit save over
here. Let's see. Now the only thing that is left is we need to set up
the wind in our grass. Adding wind to the
grass is really easy. You can just hit right
okay, before adding. Another thing that we also
have to do is enable two sided on your grass
and hit Save. Everything would look
really weird when you just enable two
sided and then hit Apply or Save because all the shadows and
normals would go weird. Don't worry, we'll quickly
fix them later on. Now you can see they
look very weird, but let's just quickly fix this. Now the reason
this is causing is because we don't have anything plugged into our normal channel. That's why the normals
are all weird. Hit right click and search
for a multiplier node. For this multiplier
in the first node, right click and search
for two sided sine. And plug this in because we want our grass to be two sided, that's why we are using
this two sided sine. Another one would be hold
three on your keyboard. Click like this to create
this vector three node, basically a color node, and set the blue value to one. This color is like the base
color for the normal maps. That's why we are
using this color. Now plug this into the
normal channel and it safe. And that should fix our
grass back to its original. All right guys, Now our grass normals are
completely fixed. I think we can move on to the
final part of this lecture. That is to add some
wind to our grass, and that will give a lot
of life to our scene. Everything is pretty
good right now. And if we add the wind, grass would start to
look really nice. Let's start, open up the master material and
adding wind is pretty easy. It's not that difficult,
it's pretty straightforward. Just hit rightly and search for a node called Simple Grass Wind. We have this node
over here first. Let's hold one and click
over here to add this node. Plug this into intensity. Right click and convert
to parameter and let's rename this
as Wind Intensity. We can set the default
value to as usual 0.3 I will just duplicate this
parameter control C and V. Plug this into the wind weight. I will plug this
into the wind speed. Again, rename this
to wind speed. For the additional, I will
just put this to zero, hold one, and click over here
and plug this into zero. All right, for the last thing,
that is the wind weight. If you want, you can
directly plug in like a normal parameter into it and then plug this whole thing into the world position offset. It would work fine I think, but the main problem that
would be caused would be that the whole grass strand would start to be
affected by the wind. And we do not want
that, obviously, we only want the top part of the grass strand to be
affected by the wind. We want the bottom part to stay stable into the ground
because that is how it is. Also in real life, the
bottom part stays inside the ground while
only the top part is affected by the wind. Obviously, we need to plug something else into
the wind weight. If you remember, we did
the same thing over here. When we created this tip color, we created like a mask. Like think for the gradient. We created a gradient
on the y axis that masked out the
tip from the bottom. If you view this node,
start previewing node, you can see we have
easily masked out the ground part that
is in the black color, that will stay stable and the rest of the part that
would keep on moving. We can again, use
this setup that we used over here in
the wind weight also, let's just stop
viewing this node. Copy this whole thing up. Control C, then
control this time. Just plug this into
the wind weight. Obviously, we need to change the parameter over
here this time. This one can be wind
for the default value, we can set this
to something else because if you just
start proving this nod, you will see that
this black color is coming up over here. This area also would not be like properly
affected by the wind. What we can do is we can
increase the gradient strength because we only want the wind to not affect the ground
part of our grass. So we can maybe set, this is something like 0.9
maybe for the default value. Obviously we can change
this in the parameter, but right now we can set
this is 0.9 and hit Save. We are pretty much
done with everything. Let's stop viewing
this node and plug the result just into the
world position offset. You will see that our plane
is starting to get wobbly. You can see it is moving around. If you view this in
the sphere form, you can see that the
sphere is moving now, that means our wind has started to take place. So it's saved. Let's close this out. You can see it is
working perfectly. The wind is making our grass move and it
is looking really nice. Now, as you can see, the wind is working perfectly. If you go close to
the base over here, let's from this side, you will see that the base
stays inside the ground. It is not really
affected by the wind and only the top part
is being affected. If you remember, that's why
we did the UVs that way, when all the bases
were parallel. For this reason the
bases were parallel so that they won't be
affected by wind altogether. And we set up like gradient
like thing to mask them out. If you open up the instance now, if you decrease the
gradient strength, let's set this to zero for now. And also increase the
wind intensity and the wind speed now
increase the gradient. You will see as you increase
the gradient strength, more and more of the strand is being affected by the wind. And if it decrease, less and less parts
are being affected. If you keep it at
a very low value, only the tip is being affected. If you keep on increasing it, more and more of the
strand is being affected. If you make it even
greater than one, the whole grass is being affected and it is
moving like crazy. Obviously, we can set
this to 0.9 Yeah. Right now, the wind speed and the intensity is also very high. That's why it is
behaving this way. Let's just set them back
to default to 0.3 and 0.3 Let's play around with
them to get a nice result. When both of them are set
to the default values 0.3 the wind is really
not moving that much. We can increase it maybe
a little bit. Let's see. We can increase the intensity
to somewhere around 0.75 That is making the grass move quite
a bit for the speed, we can maybe set this 2.6 These values I found them
to be working pretty well. The grass movement is
looking very natural. It flows pretty well. You can maybe increase
the speed if you want to 0.8 and that is completely
according to your taste. You can increase it even more, increasing the intensity also
to get some crazy results, but the more you
increase the speed, it will look really unnatural. Keeping it at 0.75 and 0.6
I think looks really nice. With that, our grass
is good to go. We can hit save on our scenes. I think this is pretty
much it for this lecture. Thank you. Are watching?
I'll see the next one.
6. Creating the Flower Textures: Hello and welcome guys. In the last lecture, we
worked on our grass. We added like color to it. We added things like wind. Now in this lecture,
we will start to work a little
bit on the foliage. We will create
flowers for our sea. Before starting that,
I quickly want to do one little thing is open up your grass material over
here in the wind section, we can just select
these three parameters. This one, this
one, and this one. And we can add them to a group. Just create a group over here. You can select all three of
them while holding shift. And just select the
group over here and link wind and the group would be
created automatically. Now when you say this as all three of them
in the wind group, they will show up a little bit better in the material instance. Let's just close this now and open up the
material instance. You'll see now they appear
under the wind section, which is a little bit better. That is what I wanted
to do just to make everything a little
bit more organized. To create the flowers,
we first need to create the flow texture that we
will be using for them. For that, I will be
using Photoshop. You can open a Photoshop
and hit new file. Basically, set up a
2048 by 2048 file, set the width and the 204
it and just hit Create, you will get this empty canvas. One thing that I want to mention before starting is if you don't want to use Photoshop and use any other photo
editor program, you can definitely do that. Also, if you want to completely skip this step, you
can do that too. You can just skip this video. If you open up the
textures folder in your resources file
that I've provided you, you can find these textures, the base color and the
alpha that we will be creating in this video
for the flowers. You can skip this video and
directly use these two files for yourself if
you don't want to like create all these
textures in Photoshop. Yeah, if you want
to create them. Let's just start now. All
right, so to start off, just hold over here on the rectangle tool and
select the ellipse tool. And let's just create shape like this to give it
like a petal like shape. Now come over here on the right side or you
can choose from here. Also click on the fill. We need to change the fill of this select gradient
from over here. And we will be choosing,
you can choose any color. Obviously whatever you want to, we can maybe go with something
like bluish color flower. I will be going with this one. If you want to follow
exactly like me, you can open up this descent
and select the fourth one. Now what you need to do is select the stroke
as you can see, still has this black colored stroke line
appearing over here. You can click on Stroke
and select this one. None, so that it disappears. All right, now to give
it a petal like shape, you can hold over
this tool that is the pen tool and select
the convert point tool. Basically what
this will do is if you will just click over here on these two
top and bottom words or whatever you
call them, points. It will make them give
this petal like fee, which I think looks much better. If you want, you can select
this tool over here, the direct selection tool. Hold over here. And select
a direct selection tool. You, with the help of that, select all these
points or vertices and just move them around to
create a petal like shape, to give it whatever shape
you think is interesting. But I will just go
with the simple one, because I think that
works pretty good. You can come down over
here in the pen tool, select the pin tool, and add points on your own like this. Then when you hold
the control key, you can move these points
around however you like. If you release the control key, now you can again add them. Holding down the Alt
key will give you this convert point tool that you can make
them point like this. Even I don't know
Photoshop that well, but we can create
some decent shapes even with some basic knowledge. Let's just undo it all. I will be keeping it very simple and we will be using this
color and this petal. Now, right click on your ellipse one in
the layers section. Right click and
rasterize this one. Now let's just
place it like this. Press control, the press
control V to copy it. Now you can press
control and you can use the transform to rotate it
in the angle over here. Just type down 60 that
it perfectly rotates by 60 degrees and carefully
place it, just like that. Now I will again press control. Duplicate it once again. Press control again. This time I will type in 120 that it gets
rotated like this. And again, place it over here. Now to speed up things, you can select all
three of them. Then press control C. Then control and duplicate all
three of them at once. I think we would
need to type in 180, completely, flip it over
and place it like this. Perfect. I think
it looks decent. Next is select the
lips tool again. This time. Place it over here. Hold a shift so that it is
perfectly like a circle. It just like this. I will decrease the size
of this little bit. Yeah, that's pretty good. Again, select place
it over here. Now, first let's
select the stroke and make it none for the fill. Again, I will be using a
gradient and let's see, maybe this one, obviously you can select anything
that suits it. Good. But I had already decided. I think I will go with this one. This suits we now
just select them all. Okay. Make sure to
rasterize it first and then and then just hold shift, select all of the layers, right? And merge layers so that
we have this flower. Why do I feel like this
circle is not at the center? Yeah. Now I think
is press control. And I will increase the
scale of this a little bit. Now it's perfect. Right
click and size, select them. All right. Click and
again merge layers. Let's place it
somewhere around here. Press control and decrease
the size of it for now. All right, now let's
create our second flow. We'll use two variations. Obviously it is
totally up to you. You can create a lot of them, but I'll just create two again. I will create another
ellipse shape like this. First, let's select
the film again, gradient, and this time I will
go with the orange color. Let's see, I think this
one looks pretty good. I think I will go with this one. You can also play around
with the gradient over here. What I will do is I will just
move this slider like this. And move this one like this, so that the color get flipped. And it is something like this. Now you can also click on this point and change the color to
however you like. It will update in the gradient. As you can see, it cancel because you don't
want to do that. I'm happy with this.
Select the stroke and select non again, the convert point tool. Hold over here, select this one, this time, just make
this side point. What I will do is
select this tool now and select this point. And just hold shift so
that you can bring it down straight and create
something like this, which I think looks pretty good. Will press control Alt and increase the scale
of this a little bit. Right click and
rasterize this again. I think that's pretty good. Let's undo it once again. We can also move these points to create some different shape. Yeah, I think something
like this is pretty good. We can now write thick
and rasterize this again. Let's duplicate this.
Press control and weak, it's totally up to you. You can have like eight petal
flowers or four petals. Yeah, I'll just
gold six to press control and type
in 60 over here. Select all three of them.
Press control them. And now again, press control and rotate
them by 180 degrees. That's pretty good.
Select them all. Place them over here.
Again, add a circle. We do the same
thing for the fill. We can again select gradient
and something or dish. Again, this looks all right. I think this is fine. I will go with this one, only now we are done with
the two flowers. Right click and rasterize this. And again join them. All right. Click and merge layers. I will just rename
this 12 flower one. This one can be Flow to
hold Alt, to scale them up. You can press control and
hold Alt and scale them up. All right, now it is time to create some leaves over here, so let's do that now. Again, it's pretty
much the same process. Add ellipse, select
the stroke to none, and the film we can this
time go for some blue green. For this one, I will be using some custom colors of my own. You can copy them
if you want to. Let's just select this gradient. And click over here to
bring up this thing. I will just take the color from my second monitor and you can copy it over
here if you want to. This is the color like X. You can put it in and you will have the same color. Hit. Okay. Now click this point. This time I will take
this color again. You can copy from
over here, okay? Yeah, something like this. This is pretty good. I will select the
convert point tool and make both of the
sides point for the leaf. For the leaf, this
is pretty good. You can right click
and rasterize this. Increase the scale of
this a little bit. Press control D, and I list, you can hold shift all to
squeeze them in like this. Yeah, that's good. Let's just create three different
variants of the leaf. So press control C, then
again press control V, bat, scale it down. Just rotate it like this. The second I will
make this one small and make it a little bit thicker just
to have some variation. All right, that's pretty
good. Let's select them both. And again control, then
this time copy this one. Control them and let's just
rotate it the other way and scale this one down like this. We can use your arrow
keys to like move it a little bit up perfectly. I'm pretty happy with this. We'll select them all and make
the size just a little bit small because we need
to have a bit of space over here to create
the texture for the stem. Because we also have
the flower stem, so we will add that over here. This is the first
one, the name this. To leave one, we
can join these two. Right click and merge layers. And this will be leaf two, Merge them and right
click and merge them. These three can be
leaf three. All right. Now for the stem, we just have to
use the rectangle. And create a small rectangle
over here like this. Very easy. Set the stroke
to non select the fill. Again, we can use this ingredient over
here because the colors I will be choosing a
custom double click over this point and copy this one. You can copy the hex code. Hit okay again, double
click over here. We will take this one, make it a little bit lighter. That's pretty good. Copy
the hex code and hit okay. And let's see.
Yeah, that's good. We can also control the
gradient from over here. I will make it a little bit, I'm not quite happy with
the color right now. I will just pick
it up once again, 30, drag it back over here. Double click, stick. This fell, I think something
like this is fine. All right, with this,
let's just right click and pressurize this first
and remain this two stem. We are pretty much done, but to export them,
there are still a couple of steps
that we have to do. The first thing is I will
select the rectangle, just create over this first
and bring it down over here. Now what we need to do is we
just need to make sure that this rectangle has a similar
color to our flower. That's because if something goes wrong with our texture or our model when we create it and the texture
starts to bleed out. We have this same
texture or same color at the background so that
it does not look weird. If we have like white color at the background
of our flowers, it can go weird and we can have some glitches
here and there. I will just set the stroke to nun and select the
fill as gradient. And we can use the same one
that we use for the flower, we can make it a little
more bluish like this. Honestly, we didn't really
need the gradient pages. Use the fill color only. Let's select this blue. It does not have to
be exactly same, but just somewhat similar. Okay, that's fine,
in my opinion. Let's create another
rectangle, right? And rasterize this one. Copy paste, We cannot
really copy paste. We have to create another one, because we rasterize this. Create another rectangle this time. Select this gradient. Let's just select this
one because it is similar and it does
not really overlap. This looks pretty good. Last thing, again, I will
add one large rectangle like this and choose
any green gradient that is somewhat similar
to our leaves color. I think this one is all right. We can just select the yellow
and make it more greenish. Okay, Yeah, I think that's fine. Rasterize all these
three things. Now we can start
with exporting them. To export all these textures, you just need to go to file. And this time we can use Shift Alt control and a Shift control, all
three of these things. And then, and then we can export them using like
PNG, JPG, whatever. But I will be exporting
them as Targa because that works the
best with Unreal Engine. I will be using that file
format and to export it in a tag from Photoshop over
the file, Save a copy. Let's come down to
the toal directory, and in the Textures
folder, select Targa, or here I will just delete these two and replace
them with the new ones. This one is flowers, score base color, It's safe. Okay, the next thing that we have to export is alpha image. Because we need to mask
out these flowers. We need to have a
black and white image. Basically, whatever is like these flowers will be white and the rest of the
things will be black. It is really easy to create, it's not that difficult. Select all of these things
as leaves and our stem the background and put them in a single group like this.
Just hit the group. I can from over here, delete this background layer,
select the group. Click over here on the Effects, and select Color overlay. Just select the color as white from over here,
completely white. Hit okay, and make sure
the opacity is at 100, okay, and you can see we have this completely
white color. What we need to do is we
need to add new layer. Click over here,
add a new layer. Select this layer, and
use the fill tool. Select the black color and
fill it completely with black, so that we have
something like this. Now we have the mask layer
created very easily. Again, Google to file, save a copy in the
Textures folder, select Aga, and this can be
flowers underscore mask. If you don't really
understand what really a mask is, don't worry. I'll show you
exactly what it is. When we will be in Unreal
Engine setting up the flowers, then it would be very
self explanatory. Let's just, okay, we are pretty much
done with creating the textures of our flowers. Yeah. Now if you want to remove all these things and you want to like maybe
edit something so you can just turn off
this layer and turn off the effects from over here so that everything would return. I will also hit control S and
save this Photoshop file in the tutorial directory so that if anyone
wants to access it, they can easily in the
texture folder only, I will rename this
as Flowers It Save. All right guys, this is
pretty much for this lecture, it's already quite a long one. We'll continue
modeling things and creating our flowers
in the next video. Thank yous watching? I'll see the next one.
7. Modelling the Flowers: Hello and welcome guys. In the last lecture, we created the textures for our flowers, and in this one we will be
creating the models for them. So we are backing blender. Again, I will quickly
enable my Screencast keys. And let's just start, press A to select everything,
and then press Delete. Now to start off, press
one for the front view. We can press seven for the
top view, then press Shift. And let's just add an image
and a reference image, because we need a
reference image. For the reference image,
we will basically add the base color, only this base color that we exported in the last lecture. Click on here and
load Reference Image. All right, next, press Shift, Go over to Mesh and add
a single word from here. If you don't see this option, you can just go over
to Edit Preferences and in the add on section, search for extra objects and you can enable
both these things. These are pretty
helpful when you enable this add
mesh extra objects. You will see all these extra
items appear over here. Just make sure to enable that. And then we can
add a single word. Make sure to press one
for the words you select. Then you can move it around. And let's just place
it right over here. On a flower, we will just roughly create
the shape of our flow. We do not need to
create it exactly because we want our
flower to be low quality, as we will be duplicating
it a lot of times. Therefore we want it to have less of vertices
that we can have. All right, let's
start modeling it. You can select this
word over here and just press extrude it till here. And then just repeat
this step a couple of times like this for
each of the petal. Obviously we can see that it is not covering the
texture properly. But don't worry, we'll
fix that just in a while. Right now, just follow
it how I am doing it. Just trying to place
it on these points, not really worrying about the
exact shape of the flower. And select them both now. And just press to
join them together. Now you can press A
to select them all. Then press again to
filling this face. Then right click and press
three for phase select. You can see this is
like a single phase Select this right click
and select poke faces. You will have this
command over here. This will create a star like pattern as it will connect all these vertices
to the center one. This is what it is meant by
like the poke phase command. It will connect
all your vertices with the center
vertice over here. Now what we can do is enable
x ray press control R. When you press control
R between this edge, you'll see we can add
like vertices like this. Just keep on adding one vertice
between all these edges. Now you can just select it and place it over here so that it covers
the entire petal. You don't have to worry about it like all these areas showing up. You just need to make sure that the entire petal
is being covered in our model. Something like this. Because if we started to create the actual
model of the flow, it will take up a lot of vertices and we cannot
afford to do that. We will do it this way for this exact reason
we created the alpha mask. It will mask out everything
and we will only see actually the flower and not all
of this weird shape. I will just select this image and move it downwards over here. Now we have this basic shape
of a flower press tab. Now make sure that it is covering the flower
entirely, and I think it is. Now, I will just
press two for select. And select all of these edges that are right in the
center of the petal. And just move them
down like this. Make sure to disable
x ray. Let's see. Just move it down quite a bit. And then just right
click and shade, smooth this to
create this shape. Right now it looks all right. It does not look that
good, but don't worry. When we add all the
textures and everything, it would look just fine. It won't be even that visible because it would be
like really small. It would work perfectly. Let's do the same
thing for this one. Also, press Shift,
and let's again add a single word. Where is it? Over here? Again, place this one in the
center of the petal. And move the words like this. Now press to join
them both together. Again, press to
select everything. Then press F to
fill in this phase. Press three for face select
and rightly and poke faces. Then again, you can
press control R and add vertices in
between these edges. And now just place
them accordingly. All right, that's pretty good. Again, I will just just tab and select all of
these middle edges. Again, move them
down to give it like sort of a flower shape and right shade smooth. That's fine. Again, seven for top view. And let's create these leaves. Now add a plane this time. Scale it down. Tab,
press control R and add edge loop in
the center like this. Select these two vertices and place them like this, these two. And place them like
this. Then just select the vertices and close them
in as much as you can. You don't have to exactly
follow the shape of the leaf, but that's fine. I will select it, duplicate it, and place it over here. Again, move the words
according to the new leaf. Select these two vertices. Press and extrude them
till here. Like this. Again, duplicate it, press X, lock it on the X axis,
place it over here. And again, just
move these ordics around so that they fit
everything properly. Let's extrude this
one still here. The leaves are also done. Now that was really easy
creating all these models. I'll select all three of them. Then select these edges. Can select this one. Let's see, we can move this, will select all three of them in the middle and move
them down like this. I'll select this one also,
and move it like this. That's pretty good for our leaf. All right, now let's just
move over to the uvating tab. Okay? Before that, let's just
go over to the shading tab. And we want to add a material to all these objects
that we have just created just to visualize them. We won't be really
using this material because we actually have to import all of them into Unreal engine to see the material. But yeah, let's just
add it in blender also. It is not that difficult,
create a new material, bame this to flowers, to copy this material to all of the objects, it is very easy. Right now, it is just
added to this object. Select them all like this and make sure this is
the active selection. Active selection is basically, you can see this has
a yellow outline, while the rest of them
all have orange outline. This one is the
active selection. We want the object
that has the material that is this one to be
the active selection. Now this is the
active selection. Rest of them are selected, press control L and
link materials. Now you can see five
is written over here. That means this material is being used by five
different objects. It is copied now to all of them. Come over to the
shading tab again and shift to add a node search for the node and search
for image texture. Click on Open and head over
to your tutorial directory. Now in the texture folder, bring this flowers
underscore base color. Just plug this into the base
color channel like this. Now, everything would
look really weird. You can see the leaves
and everything, they do not appear properly. Let's just fix this
in the UV dating now because we haven't really UV
unwrapped them right now, that's why they're
looking very weird. You can come over to this mode, viewport, shading, press
seven for top view. Make sure to press
seven for top view, because we will be using the
project from view command. I want you to remember that. To press seven for the top view, then select all of them. Press control and apply the scale because that
is necessary for. Ubn wrapping. Now
select this first one, Press tab and press controller
to select everything. Press and you can just
select project from view. Project from view is
basically whatever we see in this view
right now in Blender, it will be projected
in the UV also, so that is what we want. Select projects from view, and you'll see it is
exactly exported like this. Now you can enable this theme. Will just select all of the words that you
select over here. Whatever you select over here, it will be selected over here. Select all of them.
And move it exactly, just over the flow like this. Now press S to scale it up and just make sure
it is covering everything properly.
I think it is. Now, if you will look
over your flower, you can see it looks all right. But right now, we can see all these blue color
appearing from the petals. And that is obvious
because we did not really create the like model properly. Obviously, we'll see all
these edges, but don't worry, we'll just completely
remove them at once. And we will just be
able to see the flower only and all these edges that are weirdly appearing
won't be visible. But let's just wait
for that first, let's wrap all of
them. Select this one. Now to select everything again, hit and project from view. Place it over here
and scale it up. Just for now, I will
just turn off this, the reference image at
the behind because it is confusing right
now. Yeah, perfect. Everything is
fitting up properly. We see, we can see
everything properly. Let's just do it for the lease. Now, select all three
of them at once. Press tab and press
and project from view. And place them one by one. Select this one, Scale it up. I select this one. All right, perfect. Everything
is fitting up perfectly. Now we just need to remove all these annoying edges
that we can still see. For that, we need to, again, go back to the shading tab, and this is where our alpha or the mask that we created
would come in place. Select this image
texture that we added, Press Shift plus Z to duplicate
it and click on here. I don't know why it is
lagging a lot. Just a second. Click on here to open
up a different texture, and as you can see we have this mask flowers underscore mask. Bring this one in now. Make sure to change
the color space to non color because it is a
black and white texture. And plug this into
the alpha channel. As soon as you do that, you'll
see all these edges have gone dark now because we are currently in the
wrong shading mode. If you come over here in
the viewpoint shading, lets come back to lay out in
the viewpoint shading first, let's add a nice light so that we can see
all of them properly. Increase it to 500 at. As you can see, everything is like black colored in the edges. Now just change
the render engine, come over here and
change the render engine from V to cycles. We now you can see all of
the flowers look perfect as if we created exactly
like modeled them exactly. You can see we cannot really see those annoying edges even
though they are still there. But they just disappear
completely because of the mask texture
that we were using. It completely. Mask them out. Only showing us the white color that we kept in Photoshop. All of the things that were in black have disappeared
completely. That's why you can see it
is looking perfect now. Right now it is looking
like, all right, in blender, it will
look the same way. In un also, it will appear exactly this way
because we will be using the same mask and
the base color texture that we used for blender. I just wanted to show you how it would appear
and make you like, visualize things a
little bit better. That's why I did this in blender because we don't
really have any use of this material in blender as we will be creating
our project in only. So we have to create this
material once again in. But yeah, it is really simple, so we don't have to worry
too much about that. All right, our
flowers and leaves. And it's just time to now assemble them up a
little bit properly. Like we can create
the stems and all and make them actually
look like flowers. First thing to do is
first let's save it. Because we have done so much work and we haven't really save our file that can sometimes choose if power goes
out or anything like that. I will save it in my blend
file as flowers save. Now it is again time
to import our will mannequin that we used earlier. Bring this in over here
and you can clearly see the flowers are like abnormally scaled according
to our mannequin. So just scale them down
because we want them to be size of our actual flower. Let's just keep
them at this size. I will hide this point light
for coming in between. Let's just move them over here and select this flower at once. First, you can go to
objects at origin and origin to geometry to bring the origin right
over here at the center. Later on, we will set the
origin back to world origin, but that is for later on. For now to work properly, we need to keep it like this. And now press R, then X and
rotate it by 90 degrees. All right, let's see. First what we need to do is we need to press Shift plus A. And let's add a cylinder. Now as you can
see, this cylinder has like a lot of edges. We don't really need that much. Open up this menu over
here and type in six over here that it
is fairly low poly, like this tear down. What I will do is I
will again press tab, press three for face select. Select this bottom face, and I will move the origin
of this at the bottom face. Once again, press Shift
plus cursor to select it. Then go to Objects, Set Origin and Origin 23. Cursor. If you remember
snapping, we can. Let's press one for the front. You press and hold control
to snap it like this. You will notice this
time it is not really snapping according
to how we want. What you can do is go over here and enable absolute grid snap. This way it will make
sure it as snaps to the grid and we can snap
it exactly at the ground. Let's just scale it
down. Scale it up. I think a stem is fairly that
much compared to a human. Obviously, we can change
the scale data on. Let's just scale it
down a little bit more. Yeah, that's fine, I think. Okay, let's go ahead press
three for the right side view. I will move, this will manikin over here so
that if I press three, this thing comes in front of it. Press tab, Enable x ray
select these words. Move them at the bottom
so that we can give it like a little bit of stem like shape suppress to
extrude it around. Now rotate it like this
again. Rotate it once again. This time just make
it scale it up. Press to scale it up to
create something like this. To give it a flower
like look, press Tab. Disable X ray and make sure to delete this face and delete
this face at the bottom. Press X and delete faces. We don't really need
them as we also have to save up on our polygons. Rotate this flow
a little bit and press and place it over
here, Just like that. Let's see how that looks. Honestly, I feel like the
flow is too big right now. Select it all and scale it down. If you remember, we kept the grass at around
two units, I think. So I will keep the flower
at three units because I want my flower to be a little bit bigger
than the grass, so that it appears over it. I will decrease the scale
of this thing over here. Now I think size feels a little bit reasonable,
obviously. That is completely according to your personal
preference and taste. We can make them very big also. That is totally up to you. I feel this feels pretty good. Size does not floral. It will take a little
bit of tinkering around. Now let's select the leaves. Okay, let's see. Also unwrap the stem
because we also have to do that Scovert
material and give it the flowers material
for the stem. We have to do it a little bit different because we cannot
really use project from view. Or we can, I think, just press three for the
right side view. And press to select everything. Press and Project from View. And just place it over here
just by on our stem material. And let's see how it looks like. Bring back the
light. Honestly, I think it looks pretty good. The flower also
looks really nice. Yeah, I think we can continue, go back to the layout and
let's just shade smooth this. All right, now it's time
to place the leaves. Okay, before I actually
placing the leaves, press seven for top view. And what I will do is I
will move the origin point. Right now, it is in the
center of all the leaves. I will move them around
this point, around the tip. You will understand why I will
do that in just a minute. This edge, this
vertices selected. Then go over to Object
set Origin and origin to three De Casa, select this one, press tab, select this word
to press Shift Process calls to select
object set origin, origin to three Decs. Do the same thing for this one. Now we can scale them down. Let's try placing them
around on our stem. Let's place this one like
this, rotated around. Scale them down to just create a bit of
variation in seven. This one over here. Now as you can see,
the reason I place the origin point over here
is if I rotate things, it is much easier
to rotate them and also rotate them on this axis. A lot nicer. If it
was in the center, it would have caused some
problems for us, that's why. And now the specialty
down over here. And rotate it around so that it does not feel
like repetitive. Let's look in the lended view. I'm pretty happy with it.
It is looking very nice. Let's iplicate this small one. Say make sure to hit Save, And let's see it again. Now I'm feeling like there are a little bit
too many leaves. So we can select this
one and maybe delete it. This one. Let's just
delete this one only. Yeah, I'm pretty happy
with this one now. I think this lecture has
gone for long enough. Let's just end it over
here and we'll continue modeling these
flowers in the next we thank you watching.
I'll see you the next E.
8. Finishing the Flowers: Hello and welcome guys. Let's continue
making our flowers. Now, I will select all of it. Make sure to only
select the flower. I will turn off this point
light again and again. Select the flower and
just press Shift, Duplicate it, Then press X. You lock it on the X axis. Let's place it over here. I will select this
flower this time. Let's delete this one now. Place this flower
over here. Rotate it. You can go over here to objects, set origin and
origin to geometry. Let's rotate it like this
again and scale it down. All right? Pretty
good. In my opinion. Let's just change the
placement of the leaves a little bit so that
they are not similar. I will need this upper one, and we can select these two. Duplicate them, and just
rotate them around like this. We need this bottom one, that looks nice. I think. Let's view in the rendered view, and I think the flower
looks pretty good. What I will do now is will also select this and increase the
scale of this a little bit. Just a little bit,
not that much. Now, again, we need to
create a clump of flowers, because we obviously won't be
importing just one flowers. Let's create a clump for both of them to select all of them. Duplicate them like
this over here. Scale them down. Place them
over here in the front. Rest, one for the front view. And just select them all. And let's just duplicate
it Now, scale this down. Place this one, like this
over here in the front. Bring it out over here. Rotate as a little bit. Let's just duplicate this
one more time. This time. Place it over here at the back. Increase the scale
of this, obviously, so that they all have
like different sizes. Also, make sure to
change the placement of the leaves so that they
don't look similar. Select this one. Let's
just duplicate it. Let's do it for this one also. I will maybe delete this
one. Let's duplicate this. Delete this one. And this
one only make sure that the leaves are not just flying around here and
there they are actually attached to the Sem because sometimes it might get that way. Let's select this one. When you select the objects, you can hold control
and make a selection to deselect some of the things that you might have
selected by mistake. I think five flowers
are a bit too much, so let's just keep it much only I think
much is pretty good. Yeah, we can again view it in the rendered view and this looks pretty
good in my opinion. Let's now just create a
similar clump for this one. Also select it all. Let's duplicate this one
over here. Scale it down. Make sure to rotate them up a little bit so that
they have like different orientations
are not too similar. So I will just place them
up a little bit closer now. I think I'm pretty
happy with it also. Let's go over here
and just switch up the positions a little bit. You can select some of them, duplicate them,
rotate them around A. We obviously don't
need to do that much because it is not that
visible from over here. Even if you do a
little bit of things, it would look all right. Yeah, I think this
one is just fine. This way is very small
either ways. All right. Now what we need
to do is we need to do some things before
actually exporting them. Let's select all of them. Pre control to join them. Make sure that there
is active selection. Now control to join them
into a single object. Select these ones.
Also control J, make sure they are just
around the origin point. If you remember, we did the
same thing with the grass. Just make sure they are
somewhere around here. And now select them both. Press control, apply all
transforms and you'll see now the origin point is at the world origin for both of them and that
is what we want. The last thing you remember, we did this for the grass also. We made the normal point upwards. Let's do
the same thing. Tab, select everything you can enable this from over here, press Alt N and point to Target. Click anywhere you like. And just make the z value
a very large number. I think it happened
for one of them only. Let's just do it
for the other one. Also, press again all
n and point to Target. Click anywhere and
select them both. And check if all the normals are pointing upwards and yeah, they are. Let's hit Safe. Yeah, that's basically it
for creating the flowers. We can now export them
to Unreal Engine. Let's just select them both. Make sure to select
these two objects only and not anything else. Go over to file Export, and hit FBX, Selected
Objects only. The mesh type objects
in the exports folder. Let's rename this to flowers.
It's already flowers. Hit Export. Now we can
go back to engine. I haven't really opened up the
project. Let's open it up. All right guys, the
project has opened up. Now I will again come over
to the content browser. Hit right click,
and let's create a new folder and rename
this to flowers. Open it up, right click. And again import. We will import the flowers,
FBX over here. Make sure import
normals are selected. Then hit Import all, both of
them are imported over here. You will notice that the
texture is also imported with this and it is already
plugged into our material. That's quite helpful. That happened because we
already plugged it in blender, but the alpha texture
has not really exported. That's why if you
open up the flowers, if you zoom, you can see if
you look at them closely, they still have
those weird edges. The leafs also the masking
out has not really been done. And that's because we
haven't really used the mask in our flower material. I think that is for
the next lecture, when we will set up
all the materials and start to place all the
flowers in our scene. Everything is
exported correctly. We also have a flowers
material over here. Let's just rename this one to Flowers and Score
Master Material. I will also select this texture and move it over to the texture
folder, right click, and we can just drag
and drop it like this, Textures and select move
here, in my opinion. I think we also should move these materials to
the Materials folder, select this material, and move it over to the Materials folder. And now we have everything in the Materials folder
and the textures are over here. All right, perfect. Let's just sit safe. And this much is
it for this video. We'll continue working on the flower material and then place them around in our scene. We will also set up some
wind for our flowers. Thank us watching.
I'll see the next one.
9. Creating the Flower Material: Hello and welcome guys. Now, in this lecture, let's
work on our flow material. Open up the materials folder and open up the flower material. Before we actually start
to work on the material, what I will do is I will
just go over here in the foliage mode and then
in the flowers folder, select them both and dragon
drop them over here. And then just paint them
around a little bit so that we can actually see how are
they being affected. We just paint them
around like this. Wait for them to load. I will undo it and you can go over here and
set the scale to three, minimum one and maximum three. That they're just a bit
bigger. That is just for now. We can fix everything later on. Now also they look all right. Obviously the shadows normal, everything looks very weird. But I think the color
looks pretty good. First thing that we can do is we can come
down over here and disable cast shadow so
that they look like this. Already disabling cast shadow makes them look a
little bit better. But right now they
are really white. We'll fix everything. But
yeah, let's just start. I will go into the
Materials folder. Now open it up. First we need to
bring in our Alpha. If you remember the Alpha mask, go in the Textures folder, right click and
import over here. Bring in these flowers
underscore mask that we exported from Photoshop and Dragon
drop it into the material. Now actually we want to plug
this into the Opacity mask, because basically this
is our opacity mask. But right now as you can see, it is grayed out and we cannot
really use it to fix that. Just go over here
in the blend mode, change it from opaque
to masked because our flowers are not really opaque object, they are masked. We'll now plug
this in over here. Now as soon as you plug it in, you will see it
update over here. As we can see now
only the flowers and the leaves are appearing
and that's what we wanted. Let's see hold one and bring
in these two parameters. Right click and
convert to parameter. One would be roughness and
the other would be specular. Plug this into roughness and
plug this one into specula. Roughness can be set at one, while the specula
can be set at zero. Only for now it safe. Let's see how that changes are material, all right? As you can see now,
we can see them all properly and we don't have
those cut outs at the corner. Everything is looking
how it should be. The alpha mask is
working perfectly. Next thing that I will do is
I will add a parameter that we can use to add like tint
to our flower color tint. So hold and bring in a
vector for parameter. Let's rename this to Flow Tint. First, we need to use
the multiple node. Now plug this in over here. And now plug this into the
base color again. Hit Save. Now as you can see, they
are completely dark because the tint is
currently set to black. Let's just come back
to the materials right click and create a
material instance. Select our flowers,
both of them. Open them up one by one. And just change
the material from flower master material to
flower master material. Instance, save and
open up this one also change the material
to the instance one again, let's close this and
open up the instance. Now let's change the flow tint to now as you can see, you can control that whiteness. If you said this
to completely one, they would be like
really bright. But if you turn this down, they look a little
better in my opinion. You can give them
any color tint. Not that we want to, but yeah, we definitely can
cancel this out. Let's just set it somewhere
around here for now. We can definitely
change that later on. Okay, let's see the
roughness in specular also, I don't think changing it
is making anything change. Let's just set this to
1.0 I set this to one, I don't really see
anything over here. I'll set this back
to zero on for now. Now we need to come over here and make sure to
enable to side it. As soon as you
enable to side it, hit Save, because we haven't
really set up the normals. It might look a little weird. Yeah, normals look very weird. Now, all the flowers from the behind look weird because we have been
able to side it. Let's just quickly
set up the normals. Now it is the same as it
was in the grass rightly. And add a multiplye node. Now add two sided sign,
Plug this into the A. Then pull three
and bring this in. Now just set the blue
color value to one, and then plug this
into the normal save. And now it should
work perfectly. All right, this was the, like, basic material
for our flowers. I think that looks pretty good. Next what we can do is
let's close this out. Save, let's delete all
of them from here. Go to foliage hold shift so
that you can remove them out. Now let's place them
around properly. First, what we need to do is we definitely need to decrease the density of
them a little bit. For the blue and
white color flowers, I'll set the density to
somewhere around 60. This one can be a
little bit different. So we can set this 280. As you can see, the size is a little bit too
much, in my opinion. I will remove these
for this one. Let's set the height to
somewhere around two. This one can be maybe 2.5
just to have variation. We can also change
this thing over here that is offset.
Select them both. In the minimum we can put one
and maximum can be three. Basically, this will change
the value of your flowers. They will all have
different heights now when we paint them around. Let's see, Let's set this back to 00 only to see
this time how they look. I feel like the
red colors flower are standing out a bit too much. What I will do is
let's just undo it for now and select those. I will set the
scale to maybe like 1.8 to make them a
little bit smaller. I think this size is a lot. This feels better. Now what you can do is you can just paint
them around like this. Increase the eras density. Increasing the eras
density will make them remove less of the flowers, set it to somewhere around 0.7 Then you can hold shift
and randomly remove some of the areas just
to create like a bit of variation so that we don't have these flowers
popping up everywhere. That would look weird. Now
if we look through our, I think it feels nice. You can remove some
of the areas again. You can add like
flowers in between and then again hold shaft
to remove some of them. This way you can break
up the uniformity. I think I will select
the grass and we forgot to add offset
to the grass. I will maybe just select the
grass and delete it at once. Come back in the grass folder, Dragon drop it once again, set the scale to,
over here three. And the Z offset can
be minus two to two. Stable cast shadow and increase the density to
something like again, 6,000 and paint it around. Once again, increase
the brush size, turn both of the flowers off and just paint the grass once again. Just like that, everything feels much better. Now, I will remove again, start to remove the flowers because they are
currently a bit too much. Decrease the erased density, and let's start removing them and increase
the brush size. Now if we look through
our scene over here, there is a lot of them. Can also decrease
the pain density so that when you add them, they don't get added
like a bit too much. Now honestly, I think
it feels all right. When we will add the
wind to the flowers, it will look much better because right now they feel very static. So that's why it first what I will do is I will set up a angle to view the scene from. You can just move your scene around and see where
everything looks the best. I think I will just
set up it over here. Now we can turn off
the volumetric cloud or I will just delete it now, because in a few lectures or so, we will create our
own clouds next. Go over here, go over here
and add in camera actor. Now while your view
is placed like this, you can just right
click on the camera and select Snap, object to view. As soon as you do
that, the camera is no snapped over
here. Select pilot. Now you can do it like this. You can select the camera over here and change the lens to 12 women so that you have
a lot more of your scene. Change the focal length
to whatever you want. Let's keep it swift now. We can change it later on. This way we can
look at our scene, and then we can go
back to foliage. And then we can edit some
things In this scene, only we can make like
one view perfect. I will remove some of
the axis flowers again, holding shift while
holding shift and then add some of it on my own in like a
couple of areas. Make the brush really small so that I can
add them on my own. Like it is better to have
the flowers grouped at like a single area rather than
having scattered around. So I will remove them
from these areas. It is the pain in the city. Yeah, I'm spending quite
a bit of time on it, but yeah, it will make
the scene look good. And from now on
forward, we can try to make this view look
as good as possible. And the rest of it, we
can make it randomly. It looks all right. As of now, let's just add the wind now and then we can work on this
a little bit more. I will suggest you guys to spend some time on it on your own, and I will also do that. Open up the master materials. Once again, setting
up the wind for the flowers is even
easier than the grass, I think because we
don't need to set up an ingradient or
anything, right? Add simple grass wind. Click three times
like this and create three parameters.
One more over here. The additional world position offset would be
set to zero only. So let's just change
these three wind intensity this will be, and wind speed set all three of them to 0.3 as
the default value for now. Also, I will change
the flat tint in the default value so that
it is not this dark color. All right, perfect. Plug this into the world position offset. Basically, that was
it for the wind. You'll see we'll update over here and it is flowing around. All right, Perfect. Let's save another thing that I forgot. I will select all three
of them and put them into a single group only
in the wind group. Let's close this. If you
look at the flowers now, they're swaying a little bit. It is not that much because
currently we need to go into the instance and we can
change it around. Let's see. We can maybe set the
intensity to something like 0.6 The speed can be. Let's drive one, I think
one is a bit too much, it is slowing around too much. Set it to 0.5 the wind weight. I actually don't know
what it really does, but if you increase it a lot, you will see the flowers
are behaving very crazy. Definitely, keeping it at a
low value works the best. Cannot really
increase it too much. Even at 0.7 you can see that it is behaving
like very weirdly. So I will keep it at 0.3 only. I think that's pretty
good and acceptable. You can rightly can stop
piloting and let's look around. Yeah, that is pretty good. We'll look through
the camera once again and let's try to make the
foliage a little bit better. Remove some of the flowers
at a bit close to the camera over here like this. Now, I think it was
looking really nice, let's say, on our scene. And I'm pretty happy with how
everything has turned out. We can also play around
over here in the settings a little bit more to see how
everything reacts with it, but pretty much we
have done everything. Our scene looks pretty
good right now. Next we can add like
stylized rocks, trees, things like that. We'll keep working on that. Thank you guys. Watching.
I'll see the next one.
10. Setting up Lighting and Post-Processing: Hello and welcome guys. In this lecture, I just want to set up a post processing volume for our scene just to improve on the visuals
a little bit more. What I will do is you can right
click on the camera actor and piling so that we can
view from this angle. So this will be our main angle, so that's why we will be viewing most of the
things from over here. Also, another thing
that I want to mention is you can click on
the scene like this, press G to enable game view, and then you can press
Control L Control plus L to move around the light. And as you can see, when
you move it around, your scene will react to it. As you can move around,
the directional lighting, the rotation of the
directional lighting, which is basically the
position of your sun. And you can change the lighting of your scene accordingly. What I found out when I was like testing around with
different kinds of lights was that when we
set it like this, like sideways, it
does not look that good because it is
very realistic. And we are not going for that kind of approach
because it is a stylized environment and the lighting is looking
like realistic. What we want is
that the lighting should be like really flat. That's why we will be setting up the sun towards
the top like this. That we don't have that many shadows and the lighting
looks like really flat. That way we can change things when we are in the
post processing volume. First, I will just
undo everything and set my lighting
back to how it was, and we'll change it later on. First, let's work on the
post processing volume. You can go over here
in the volume section. Let's add a post process volume. And you'll see that this box is added into your
scene, basically, when we go inside this box, let's select the
post process volume. Let's say we try to
make any changes. We can do something that
is very self explanatory, like something like
the temperature. If you increase the temperature, you can see basically the temperature is
if you increase it, it will give you a scene,
very yellowish stones, and if you decrease it, it will give it like bluish tones. But if you move out of this box, you will see the
effects are gone now. Now when you change this
slider, nothing really happens. That is because the
post processed volume will only work inside this box. What we can do is we can either select this box and
increase the scale of it, very big so that it covers our entire scene or environment. But a better way would
be to just select the post processed volume and search for option over here. That is infinite extent. If we enable this
infinite extent, the box is now
basically pointless. It is of no use as the
post process volume covers the entire scene. Now, when you change
the temperature, you can see it is
affecting the scene, whether or not we are inside
the box. Let's undo this. I will again go back to the actor ple G to
turn everything off, select the post process volume. The first thing
that I will do is I will change the exposure. What exposure will do
is it will help you to adjust your brightness
according to you. And I will just move
this post process volume over here because
it does not really matter where it is placed. Yeah, right now if you
move around the scene, you will notice that it
has like eye adaptation. That means that the
brightness will change according to how the
human eye reacts. It is like something
like unreal does. But we can just enable both of the minimum and maximum
brightness and set them to one. That way everything would be
like of constant brightness, and you can see it is
now really bright. To fix this, we can enable
exposure compensation. Now we can control the brightness of our
scene to however we want. Like we can make it really
dark or we can make it very bright. Let's see. Let's try putting it at zero. For now, zero is
definitely too bright. Now I will put it
somewhere around -0.5 Let's say that
looks all right. Obviously we can
change it later on, but for now, that's a
good starting point. Next what I will do
is I will open up this Bloom Bloom is basically wherever
your light is hitting, it will make it very glowy. If you increase it, you
will notice the change. Let's make it more apparent if you move around the
light, press control R, or press control L. When
you move around the light, let's place it at angle like this then when you
increase the bloom, you can see wherever light is hitting, it is really bright. Now basically that
is what Bloom is. We definitely want that, look in our scam,
I will set it to. Let's see, we can set
that to three for now. That's definitely two bright. So I will press
control L and try to adjust the lighting
a little bit more. Let's see, we can set it to
something like 1.5 For now, I will also increase exposure compensation
to -0.75 let's say. Let's increase the bloom to two. That looks good to me. You can also turn on and off the post process volume to
see how everything changes. Let's move further now,
let's come down over here. We also have
chromatic aberration. If you enable intensity and
increase or decrease it, you will see what
basically it is. It is like this effect which is definitely not
needed in our scene. I will turn this off dirt
mask, you can use it. Basically what it will do is, let's say if you had like a
image that is like a overlay, like a dirt overlay, to add imperfections
to your scene, like camera imperfections,
I will just explain it. If you select, let's say this texture and increase
the intensity of this, you can see it's appearing
over our camera like this. This does not obviously
suit our scene, but when we have
some dirt texture or a noise texture that
can fit really well. But I will prefer not
to use it right now. Maybe we can try it later on, but for now I will just
remove both of these things. Camera local exposure, we can change from the
camera settings only. I will not touch it right now. Lens fare is something you can enable and you can see it in action when you
move around the light. Yeah, basically
this is lens flare. When you will have a
lighting on an angle, we can get these flares. You can keep them enabled. If you get lighting, something like that, you can increase or decrease
the intensity, but definitely one is all right. Even less than that
is pretty good, but let's just keep it at one. You can also adjust
the bouquet size. Most of these settings are
pretty self explanatory, but I will undo it back
again to keep it like this, let's continue
now, image effects is also something we
can enable this net. Basically, it will darken
the corner so that there is more focus
on your scene. As you can see, if
you put it at zero, your corners are
perfectly bright, and if you keep on increasing
it, they get darker. We can set it to maybe 0.5 0.5 is pretty
good, in my opinion. Let's try 0.6 I think 0.5
is fine. Depth of field. Also we can control
from the camera, if you want to see it in action, select the camera and scroll up over here in
the focus settings. If you enable draw
debug focus plane. Basically this focus plane is wherever the camera
focus is currently at. If you decrease it, let's
bring it right over here. You will see now this flow
is in focus over here. If you increase the
increase or decrease it, yeah, then you can see
it is out of focus. As you keep on increasing it, it gets back in focus. Let's see if we can place it somewhere around
here in the middle. I think that would be all right. When we will add some
more things in our scene, then we can create
something as a focal point. But I just wanted to show you, you can control it
from over here. Also, we can play around with the focal len that I
have already covered. You can change this,
also the film back, which will give you
different results with each and every
one of the settings. Yeah, you can definitely
find what you'd like. Let's come back to
the post process. I think the temperature is something that is going
to change the look of the scene a lot because
currently it is set to neutral at 6,500 increasing it will
give it a yellowish tone. I'm definitely looking
for like bluish, greenish tones in our scene. I will set it to less
than 6,500 Again, that is completely according
to your personal taste, but I will set it to
something like 5,500 You can see if you turn of the
post process volume already, it creates like a
nice bit of effect. And I think it looks
really good in my opinion. Next is the tint. Tint is basically, if
you increase this, it will give it like a reddish pinkish tint to your scene. If you decrease it, it will
give like greenish color. As I said, we are going for
bluish greenish type look. I will just increase the tint very little like
something like negative of 0.05 That's basically
it for this thing. Next is the global settings. Basically, these are the normal settings that are in fish. Also, something like
saturation contrast, gama, all those things. These are the global settings. And then these are
for the particulars like shadows, midtones,
and highlights. We can maybe select the
saturation and increase it to 1.1 to make it a little
bit more saturated. As you can see instantly
the effect it adds, I think that is a bit too much. Maybe I will go with 1.05 That feels good. Now
if you turn on of the post processed volume
and see how it changes your scene, I think that's good. When we add more things like the white clouds
and some rocks, it will add like a nice bit
of contrast to our scene. Another thing is if you want to, you can also play around
with the contrast. Just make sure don't change
these values too much, because when you take the
high resolution screen shots, you can also make these
changes in Photoshop. Also, these settings
are a bit too much. Maybe like 0.97 I don't really know. I will set this to one only. I'm not really sure about this. You can definitely
play around with this. There is nothing much
to explain here. These are pretty
self explanatory. We also have these
ones that I never really use because I don't
really understand them. There are some image effects on, I never really use them at all. If you want, you can
play around with them and see how they
react with your scene, but I will just
keep them disabled. Last thing is we have
this global elimination. Obviously with
Unreal Engine Five, new features that is
currently using Lumen. But I found out
that with Lumen we can have a couple
of lighting issues. As you can see some shimmering
is going on over here. And I found out
that when we change our global umation method
from lumen to screen space, it does give me better results. I will do that for now. If you select lumen and
change to screen space, you will notice that nothing much in terms of lighting
changes in our scene. You'll notice that
at the behind, there are a little less
artifacts going on. If you turn off
the post process, you see it is now,
again, using lumen. If you look in your
own scene as well, you will see some shimmering
going on back over here, which is not that much, but it is annoying. If you enable it, everything
is perfectly fine. You can change it
back to lumen over here and you can
see it over here. Like a lot of shimmering is
going on with screen space. Everything is perfect. I found out screen space
to be much better. I would be going with that
with the global illumination. Reflections is fine at lumen only that I'm pretty happy with how everything
is looking right now. And now we can select the directional light and then play around with the
rotation a little bit. To see what we want
to have click on here and press control
L to move it around. But honestly, I
think something like this is looking pretty good, in my opinion. I will undo it. Yeah, I don't want to
change much with this. The lighting looks
stylized and pretty flat, which is what I'm going for. You can move it around to have the desired results unestly.
I'm fine with this. If you want to copy my settings, you can put in these
in your rotation and you will have what I basically have
with the lighting. But yeah, it can be different with all the camera
angles and everything. You can just experiment with it a little bit and
find what you like. You can also play around with all these post process
volume settings and find what you like best. And you can turn it on and off. You can see it does not
add much to our scene, but it definitely
makes our scene look a little bit better. The colors are a
little bit better. When we add the rest of
the props to our scene, it will make our scene
pop out a lot better. With that, I think this
is good for this lecture. I will hit Safe, and
in the next lecture, we will learn how to add those stylized clouds to our scene. Which will add a lot
to our environment. As they will be like filling up this empty sky that is looking like really
empty right now, but with the addition
of the clouds, it will fill up the
scene a lot more. Yeah, thank you guys. Watching
all scene the next one.
11. Creating the Cloud Alphas: Hello and welcome guys. So in this lecture we
will focus on creating stylized clouds for our
scene and not just stylize. With this method,
you can basically create any type of
cloud that you want. So what we are going
to do is we are going to use like an actual
image of a cloud and basically extract
out an Alpha mask from that image using Photoshop. And that Alpha mask we are
going to use in Unreal Engine, basically we'll create like
a material and just plug that Alpha mask texture that we created in Photoshop into it
and we will get our cloud. It has like a lot of usability in the sense that you
only have to set up the materials unreal and only create the Alpha
in Photoshop once, and then you can reuse
them in any number of projects that you
have right now. If you will go over in
the Textures folder in the course files over here, you'll find these three cloud
images that I have added. These are the images
that I got from Google only now it is totally
up to you that if you want to follow
along with me using these images or you want
to find some of your own, it is totally up to
you can find a lot of these type of images on
Google and you can use them, but just make sure
one thing that these are clear photo and they don't have too
much going on that way it would be like much easier
to extract out the clouds. Yeah, I have one of
the images with like a realistic type of cloud and other two are like
stylized there. We will use all of
them and try them out in our seat to find
out what looks best. Let's just start now. All right, I will just quickly open a photo shop and
you can hit open. Now, open up this first cloud
image over here. Hit open. Now to extract or to create the alpha out of
it. It is really simple. You just have to
create this into a black and white image
with all this blue color. Should be like black, it should have a black background and the cloud should remain
white only basically, we somehow have to remove this blue color and
convert it into black. The first thing
that I will do is let's remove the
lock from over here. And we do not really want to edit anything onto this picture. I will create a new
file and make sure to put in 2048 by 2048
custom. And then hit Create. Now in this new file, I will go over here, select this tool and just drag and drop this over
here like this. We can just close
this one because we don't really want to make
any changes to this. Close this, hit no,
now we are over here. Select this background,
remove the lock, and just delete this layer. Let's scale this down like this. All right, First what I will do is I will
select this image, go over to image adjustments, and select black and white. And you will see instantly, half of our work is done and
it is converted to black. Now you will look over here, these are basically the sliders. Red, basically here is whatever
red color in that image, you can convert it
to black or white. Whatever is the yellow, you can convert it to black or white. Yeah, it is pretty
self explanatory. Now, when you move
around the red mark, I will just cancel this
and again go back here. Now, when you move
around the red mark, you can see it is only
making changes in the cloud. We don't really want to
move it around too much. I don't know why the undo
is not working properly. I just wanted to show you that we don't really want to
play around with the black. We will just keep it at 40 only. Let's move them all around. And you can see yellow also is making changes
only in the cloud. Keep it that way on 60. Basically the only thing
I think we have to do is we need to set the blue colored
one to completely dark. As you can see, it
completely does it for us as it turns the blue colored background
to completely black. If you increase it to white, it will try to
convert it to white. But let's move this to black. We can also try
moving the sion one, but you can see it changes
the cloud a bit too much. I think I will keep
it at default only, which I don't remember
what it was now, so I'll just cancel
it again and again. Over here, black and white, and just set the blue
to completely dark. I think that is all
things that we wanted. Okay, with this, basically, pretty much a lot of
our work is done. Now what I will show you
is I will come over here. This is the fill
tool. And you can fill in black color
over here like this. But I think a better
way to do this would be first undo this, create a new layer when
you are in this new layer, then fill in the black color. And now just dragon move this cloud layer onto
this black layer. This way is filled,
everything is filled like properly and we have this
nice black background. Now we can select them both. Right click and merge layers. You see how easy it was. Create this cloud alpha
from this image that we have in our To
folder over here. Basically, this is what
you have to aim to do with every cloud image to convert it into like a black
and white Alpha image. With this, we can easily plug it into engine material that we
will be creating later on. Right now, the work is not done. We have these harsh
edges over here. We want to fix them.
You can place them around cleverly to not
have them like show up, but let's just fix
them up a little bit. Let's see what we can do. We can go over
here, We can select the spot healing brush to select the spot healing
brush tool from here, increase the size a little bit, set the mode to normal. You can just paint around these edges and you can see when you will paint around it, it will try to create
the cloud on its own. That is pretty nice. You can do the same thing
over here also. That work pretty good
over here on the sides, but it won't work like that
well over here on the bottom because it is like a long edge when you try to paint it around. First of all, you will not be able to paint
on it properly. Even when you do it,
it does not look that natural. Let's
just undo it. And I will show you another
way that we can fix this. What we can do is, let's see, I will select this
selection tool over here. And just make a selection over
here at the top like this. Select press control and
control right over here. Now we have a separate layer. Select the move tool and we have this copy press control and
rotate it around like this. And place it over
here like that. We can another selection. I want to select this
part right here. We cannot really use this tool. So I will use this tool over here and make a
selection like this. Again, it controls
a second control C. I don't know why
it's showing this. Okay, now I know because
we are currently in the layer two and we have made the selection in layer one, undo it, come back to layer one, and now select this tool. Now make this selection
like this very easily. Press control C, control
V, Now move it around. Press control to rotate it, shift, and we can scale it up. Just try to place it
like cleverly so that it covers everything
up properly. Move this one at the bottom. Okay, this is pretty good. Now I will select
all three of them. Right click, and just
merge the layers. Now again, you can use a
spot healing brush tool to paint these edges around. And you can see how well it fixes it and it's not
really that visible. Now, basically we have
a complete cloud of it. Maybe I will remove
this area over here. We can just select
the brush tool and paint it black like this. All right, perfect. We have
our first cloud Alpha. If you want, you can save
the Photoshop file also, but I don't think
that's necessary. Okay, we messed up over
here. Let's fix it. Right here also we have a hard just make
sure that there are no, like hard seams anywhere. Now I think everything
is completely fixed. It control shift and Alt or let's just export it
as Targa only to file. Save a copy in the
Where is it over here? I will save it as
Cloud alpha 01. Let's save the Photoshop file. Also, for the sake of it, I will rename it
as Cloud PSD one, just so that everything
stays organized. Now, before we start to work
on the rest of the clouds, I first want to try
out this first one, this alpha that we created. Let's come back to
Unreal Engine In the Textures folder we
were to add import, let's import our cloud
alpha 01 over here. Open it up and it is over
here working perfectly. Now it's time to set
up our material. Go to Material and right click, and this time again create
a new material to cloud. Underscore Master Material. This is going to be a really
simple and small material, but it is going to
work really well. We are in here.
Let's press control plus space to bring up
the content browser L. Let's drag and drop
the cloud alpha one over here as a
texture. Let's start. All right guys. Now the
first thing that I will do is I will select this
texture sample and right click and just convert it to a parameter because
we want to be able to change this cloud
alpha image from the material instance
only because we will be having multiple
different cloud alpha. Yeah, that's why I'm setting
this to a parameter. Let's name this parameter
to cloud alpha. Very simple. Next, we just
plug this into a base color, or we can have a
simple tint with it. Just use a multiply node. Also use a tint node. So basically we can hold four. We can just hold for the
parameter vector four. Let's rename this to Cloud Tint. Plug this in over here. And plug this into
the base color. Our base color is pretty
much set over here. I will plug this into
the B and this one into the A just to have a little
bit better organizing. Not that it matters,
because it is multiply, If you do a multiply B or B
multiply, it does not matter. Yeah, let's proceed further. Obviously, we don't want
the blend mode to be opaque because we
will be using alpha. This time I will be using
the additive blend mode because I also want the emissive
channel to be available. Because I will be
using emission. With this emission
will basically make this object emit light. The reason I'm using that is it will make the clouds a little bit brighter as if they are emitting light, not that much. But it definitely adds
value to your cloud. When I will add the
emission channel over here and show
you that in action, it would be much
better explained. Let's just continue right now. Next, we can plug the alpha channel over
here into the opacity. But first we need to select
it and multiply it over here. This will be our opacity. So that we can control
the opacity of the cloud, like how visible it has
to be in our environment, right, Convert to parameter
and this will be opacity. I will obviously set the default value to one so
that it's completely visible. Then we will be plugging
it into a depth F node. Depth fate node
is basically far, is like your object,
it will be faded away. That when the clouds are
really far away in your scene, they appear like faded
away into the depth. That's why we are using
the depth fade node. And we will be, again, copy
pasting this parameter. This will be a fade
distance parameter. I never really use this too much but set the default value to 50. This is like the basic set up. Yeah, make sure to use the
alpha channel from over here, because we are using the RGV
channel for the base color, because we are plugging
it into the base color. But for the opacity, we will be only using
the alpha channel. And now plug this
into the opacity. Let's and make sure to
enable to side also. Then last thing is
to just use the Ms, select it and again plug
it into a multiply. The reason we are not just directly plugging
it in and using a multiplier so that we
can control the emission. As soon as we do that, you can see now we can see our clouds. We can copy paste
this parameter, rename this one to Mic that we can control the Ms properties
and plug this in perfect. Basically what Ms will do is, let's say if you
said this to 50, you will see it is like glowing. Obviously, this is
like a bit too much. But if we set this to one, it will add like a nice effect. Also, we need to
change the cloud tint. I think that's why it
was not visible earlier. Make sure to change it to
light some white color. Obviously, that's why it was
not really visible earlier, I was thinking because the color tint was set
completely to black. It okay, it's safe. Yeah, basically that
was our cloud material. Let's close this out. Right click and
create a instance. And this can be cloud 01. Now how to use this thing. Let's first go to the sinic
camera actor and shape. And I will add a basic plane. Rotate the plane according
to the camera like this. First, rotate it at 90 degrees and just place it like this. Now, dragon drop this cloud
01 material onto a plane. Now if you scale it up, let's scale it something
like huge number 200 by 200. And this is really huge
Now we need to move it back like this. View through the camera. Once again, it is
really far away. Now let's just increase
the size of this, something like 500 by 500. Let's increase it a
bit more, 700 by 700. Let's see. As you can see, our cloud is looking perfect. You can duplicate it around. And very easily you can see we have created a nice
looking scene. You can rotate it a little
bit to have like variation, but this is pretty good. Let's just select them all. Make sure to place them in a folder just so everything
remain organized. Just for demonstration, we
can easily close them out. Now open up the
material instance. Let's see how all
these parameters work. If you increase the emission, you can see they
are emitting light. As I said, too much is
not even necessary. But if you said to a low number, if it didn't use emission, it would have appeared
something like this. It still looks all right. If you still removed
completely emission, it would look
something like this. But even with adding a
little bit of emission, it gives the clouds a
little bit of life. Yeah, definitely. That's why
I use them fit distance. As I said, you can see
it is working over here. Something is
happening but I don't really know how it exactly
affects everything. Let's not use this one. Opacity is very
self explanatory. If you reduce this, you can see the clouds are disappearing. If you increase it to one, it won't go past one obviously. But yeah, one is
like full opacity. You can make them semi
transparent or whatever. That is totally up to you, but let's just set this to one. Yeah, you can see how well these clouds work and they work really
well with our scene. I'm really happy with how
everything turned out. Let's hit Save Next. What we can do is we can create some more clouds and try to add them to our scene
to see how they look. So that we can try out
different type of clouds. And this is the great
thing about this material, you can just plug in a different
cloud, alpha over here. It would instantly start to work and it would
appear over here. You can also change the tint. You can see how it is
appearing on the cloud. I don't think it is
necessary with our scene, but it looks really good. I will turn this off. All right. The only drawback this scene, or the only drawback this method has is when you
stop piloting the camera, you will see if you
change the view, it still looks all right. But if you change
the view too much, then we can completely
see through it that it is basically a three D plane and
not really actual clouds. But in my opinion, I think
it is still the best way of creating stylized clouds
as it is very quick, it is very easily customizable, and we can have a bunch of different clouds
that we can try out. What I would suggest
you guys is for future projects is to like set up everything in
your scene properly, like all the assets, everything, foliage, and all
the camera angles. And then when you're
happy with everything, you can use this method
to create your clouds. To just like fill
up the empty spaces and accentuate the look
of your scene even more. And not only just clouds, you can use this like alpha card technique to create things like fog also that also works really well with
this type of thing. It would be like really
easy just find like a fog image and convert it
into a black and white image. Or you can even create
your own clouds. Or for, if you know how to
work well with Photoshop, you can easily create
them on your own. Yeah, this is what I
would suggest you guys, you can just also place
them very far away from your camera so
that it doesn't really matter from which
angle you look at them as they are really far
away and above the ground. It would look all the
same in your scene. But yeah, in R scene, it is very noticeable. Right now, that is because
our scene is very small. Another thing is like
R scene is very open. It does not have any
kind of boundaries. That's why it is very
noticeable over here. But in most of the environments, it won't be that noticeable as there would be like
some enclosed space. Like the boundaries would
be covered by like rocks, trees, houses,
anything like that. And then these clouds would show their actual power
and they will look like really good as you
can see with this camera. Also, when we set up
the camera like this, look absolutely perfect
and they look really good. Let me just show you a couple of examples like how we can
use them in environments. Right here I have opened
up like a bunch of different artworks by
various talented artists. You'll see clearly
over here that all these environments like use this alpha card
technique that I've shown you in the course with
all these clouds over here. As you can see, each one of them has these type of similar
clouds in the background. They work really well. That is because no one really
wants to create actual volumetric clouds
and everyone wants to create something
that looks really good. And it's quick to as it is
with these type of clouds, With these type of scenes, the main thing is every environment has like a focal point thing
that you can focus on. And then we have like
clouds in the background to further increase the visuals
of the scene in that sense. That's why they
work really good. In all these scenes you can look at there are like rocks that
enclose the environment. That's why we cannot
really see that the clouds are basically like alpha card only and not
actual volumetric cloud. But in our scene we don't
really have any boundaries. If we like place rocks, big big rocks along the
boundaries or things like trees and won't be even noticeable in
our environment also. But yeah, as I'm
just showing you, that's why I kept it very simple this way so that everything
is easy to grasp. All right. Yeah, I've been
talking quite a bit now. I just wanted to show you with
these actual environments. And you will find a lot of
these type of environments, especially in the stylized
space which use like this type of technique to create the clouds and even things
like fog and everything. As you can see, I'm pretty
sure this smoke right here is also basically alpha card only and not really
actual smoke. Yeah, this method is really common as it is
really easy to do. As you can see the faint
hints of smokes and fog. Pretty sure all of
them are created by various different
Alpha cards. This is what I
wanted to show you. I will just close
this. Now. We have discussed this long enough. Now what we will
do is we have set up one of the cloud alphas. We have also set
up the material. Now it's time to try
out the other alphas. Also, you can maybe pause the video and try to
do it on your own. I will just show you how we can use these two images now to create the clouds
into our alpha image. This one is really easy, but this one right
here is a little bit tricky as there is like a
lot of things going on, there are a lot of small clouds, so you need to extract
them out a couple of them. This one would be not that
clean as these two were, but yeah, we can definitely
still work with it. I would also suggest you
guys to look through Google and find some of
the clouds on your own. Yeah, you can definitely
do those things right now. I think this much is pretty
good for this video. We'll continue creating more
clouds in the next one. Thank you guys watching.
See the next one.
12. Creating Some More Clouds: Hello and welcome guys. So let's continue working on
our other cloud textures. Again, I will open
a photo shop it open this time let's bring
in this cloud to again, the process is pretty
much the same. First I will go to file
and create a new file it Create and then just
select this image. Let's unlock this
layer and dragon rock this image into our
new file over here, we can close this old one. No. All right. I will remove this
background layer first. I will just add a new layer, put it below this, fill it
with black color like this. Now we can go back
to the layer one, go to image adjustments. And black and white again, just set the blue
to zero completely. Like this, it's almost
the same as you can see, we do have a little bit
of difference over here. You can just take
the fill tool over here and fill this
with black color. And you can see that,
fix the problem. If you feel like the black
color is not the same, you can just fill it once and
it will fill it completely. Now it is exactly the same. Again, we can take the
healing brush tool and just smudge out the edges first. Let's select them both. Right
click and merge the layers, then we can just do that. Again, I feel like the results are not
that good over here. I will just undo this instead. Let's just again, use
a selection tool. We can use this one and just
make a selection like this. Press control C, then
control V rag this part, rotate it around,
place it over here. We can a press
control C to copy, then control V to paste it. If you want, you
can just flip it around the whole shift and you can just
flip it like this. Let's just duplicate
it one more time, Decrease the scale, this time. Rotate it a little bit so that it does not
feel repetitive. And then we can select them all. Shift and select all the
layers, merge them together, and then just use your healing
brush tool to mix them in. Honestly, it is not that
necessary to fix the seams from the bottom because they won't be visible because if you
can see over here, we cannot really see
the bottom part. Yeah, if you want, you
can just work with it, normally. Also with the seams. But I'm just doing it
just for the sake of it, let's try to fix the
corners a little bit. Now It is working pretty good. Now as you can see, it looks
really nice this time. Also, what I will do is I don't really want
this part over here. I don't think that is necessary. I will just select the brush tool over here and you can select
the black color like this. You can flip between the black and white by clicking this, select the black color and
just paint it to remove it. Just make sure to not
remove any other parts. Yeah, just still here. I think I would like
my clouds to be again. Use the spot healing brush and then fix the seams over here and we are
pretty much good to go. All right, perfect. Let's just
take the black color over here and use it in the corner so that they do not touch the edge of our texture. And now it is perfect. First let's hit Save, and this time save
it as cloud is 02. Save, okay, and go to
file, Save a copy. We will save it as Targa, select this one and just
rename 102 at the end. Save it, okay, and we are done. Let's come back to unrelin
and in the Textures folder, right click and hit
import this time, select the alpha 02 over here. For this one, select
the Clouds folder, or we can just create a
new folder over here. Click and create a new folder. Rename this two clouds. To select this middle plane, and let's just copy it
and paste it over here. And drag this plane four into the Clouds two
folder like this. Okay? This folder was
created over here. Just delete this one. Now,
I will turn everything off. Everything. By everything I mean the Clouds
folder over here, and select the plane four. Now I will show you how
we can use that material. Let's just create another
material instance. Right click and
duplicate this one. It is automatically
named Cloud 02. Open this one up in the Alpha. Just click over here and select the Cloud Alpha 02
texture and hit Safe. And now we just need to dragon drop this material
instance over here. And you can see it is
replaced by these clouds. And now we can just scale it up quite a bit,
in my opinion. Let's write 1,200 We can place them like this so that the edge is
not really visible. Then you can copy this. Press R S, we can
just type in -100 over here so that it
is completely flipped press to move it around
and place it like this. You can see we have a
totally different look for our scene and you can
just turn it on and off and see this is the really good thing
about this material. We can easily test out different clouds and see how they look. You can see just with the
different set of clouds, our scene can look
totally different. This one gives it a
more stylized look, as the clouds are more stylized
along with the fields. And this one is like a mix. You can see the
clouds are realistic, but our environment is stylized. That is also a nice combination. We can definitely go for that. I don't really know,
because I think both of them are looking really nice. Let's try the third one now, and that is this one in
the textures folder, open up this third texture. Basically this one is
a little messy one as there are a lot of
different clouds over here. Now for this image, I
will show you how we can extract one cloud
from over here, and then you can try to do
some other clouds on your own. Like I will try and
extract this one out, this cloud over here. You can maybe try out this one or some of the small
clouds over here. Yeah, we can work this out. I kept this image because
it is a little bit messy. You don't want to choose these images because these
have a lot of things going on, and that makes our Photoshop
work a little bit difficult. I don't even know
Photoshop that well. I would just recommend
you guys to go for these clear pictures as you
can see how easy it was with them to create these
Alphas and how well they work in Unwell engine without any issues or
anything like that. Let's just close this. We can just drag and drop
this cloud three over here. Let's see, again, I will
hit file new and create a new file to select this cloud. We don't have to do much. I will just make a selection like this. Control C, then
control V over here. And I will just
drag and drop it. And place it over
here like this. Let's scale it up,
place it in the center. Let's select this file. And
I will close it for now. No, let's remove the background and let's see how we
can do it for this one. Basically, again, the steps
would remain the same, but we have to do a little
bit of clean up ourselves. Again, add a new layer and
fill it with black color. And make sure to place
it below the layer one. And that is with the image. Now select this image and
select this layer over here. Go over to image adjustments.
Black and white. Black and white from over here, set the blues to
completely dark. You can try out
different colors. As you can see, if you try to set the sine to
black completely, it does like remove, what do we say the background
completely from this, but we also lose a lot
of details in our cloud. Also, as you can see, when the sine is set to
its normal color, we have to cancel
this because for some reason the
undo does not work. Sin is at 60 by default. Right now there are details, but if it decrease it too much, you can see the details in
the cloud also disappear. If you are okay with that,
you can set sine to zero, but let's just put it to 60 only so that we have
something like this. Now basically what I will
do is I will hit okay. And I will try to remove
all the details manually. So you can just select the brush from over here like this, and just paint everything
black except the cloud. You can just first try to carefully outline the cloud
without actually touching the actual part of the cloud and just try to completely
border its outline like this. I do want to mention
that I really don't know what is the
best way to do it because I'm pretty sure people who are really proficient with Photoshop can do it in a much better way. But I did it this way
and it works all right. It does not work that back. If someone has like a
better way to do this, do tell me also. But the first and
foremost thing is that I will suggest you guys
to choose images that are very clear and do not have
all these things going on. When you have carefully
carved out the outline of this like cloud, then we will do
again, the same step. I will just take the healing brush tool
and just carefully smudge out the edges of this cloud. You
have to be careful. Okay, I will undo this first. What I will do is
undo it all and make sure that you join both
of them. Merge the layers. Now, do it over here. It is working really
well. As you can see, it is meshing in with the cloud, which is what we want. All right? It is not really perfect, but as it is like
a stylized cloud, we can definitely work with it. You can see it looks all
right from over here. It does have some imperfections, but we can definitely
work with it. As you can see also you can use this tool also
that the healing brush tool. The difference between
the spot healing brush and the healing brush tool is that sample out using a healing brush to exactly
where you want from. Like you can hold Alt
and click over here. And then when you will paint, it will paint from this area. I don't think that is
giving us nice results. I'm happy with this. I think
I will go ahead with this. You can now save this
and rename Cloud S03. Save it, okay. And again, let's export it as Targa. Save a copy and save
it as A, over here. Save it. Okay. And now
we can again go back to Unill Engine in
the texture folder. Again, hitting port and bring
in the Cloud alpha three. This one again, I will just
select the Clouds folder. Press control then
to duplicate it completely and click on it to rename it and
rename Clouds three. Turn it back on. The contents were not
really duplicated. To select all three
of these planes, copy them and let's pat
them into cloud three. Dragon them over here. Now we can turn this off. Now in the cloud three, what we will do is first we'll
create another material, Create material instance
clouds 03 Dragon, Rob it over here, select it and change the
alpha to this one. As you can see, it
appears somehow this way. I don't think it looks as
good as the other two ones, but we can definitely
make it work. This one also, this one
has a different feel. As you can see, both of these cloud alphas are like extending into the
landscape over here. This is also meshing
in with the landscape. And these are very huge clouds, but this one is a little bit
different as we can create floating clouds with
this over here. Also, what we can do is first press G to turn
on the game view. Let's say we select
this over here, bring it like this, This
one also bring it in again. Let's view through the camera. Increase the scale of this. Let's say we can
increase it from here. Let's set it to something
like 1,000 by 1,000 This one can be 1,200 by 1,200 This one can be a small one. As you can see, it gives a
different feel to the scene. Right now, we are just like duplicating a single cloud only. But you can use this texture to take more different clouds from this art style
like this one. This one. What I
will basically do, I won't be showing you in the video how I'm going
to do the rest of them, but I will add the alphas, all of the clouds that
I will be taking from this image over here so
that US can use them. I don't want to add that into the course because
then it gets very repetitive because
I've already done it for these two textures. And this one also I've shown you how we can do it
for a single cloud. I will just do it for
a couple of them. Like this one we can
take from over here. And this huge one
that we have a bit of variation going on and US
can also use those clouds. I will end a lecture over here. We have basically added clouds. If you don't like
this one, you can definitely use these two or you can use any other image that you have that you
have found on Google. You can do that also. Yeah, I will end the lecture over here and the next lecture I
will show you the rest of the Alphas that I've taken out from this texture over here. And we will create a nice
looking cloud over here from these textures only because right now it does
not look that good. Because we have
only a single cloud only, it looks repetitive. Thank you. Watching.
I'll see the next one.
13. Setting up the Clouds: Hello and welcome guys. As I mentioned in the
last video that I will be creating some more
Alphas and adding them. If you will, go over into the Resources folder and
in the Textures folder, I have classified things a
little bit more over here into a Cloud Alpha folder and Photoshop folder because it was getting a little bit messy. Here are all of the files, we already have like
three of them in the textures 12.3 just select 4-7 and drag and drop
them over here like this. All of them are
over here. Now you can open them up and see. I think this time I did a little bit better
job, in my opinion, in masking them out because I took a little bit more time. As you can see, this
one I did once again, this time it is a little
bit more cleaner with this. This was like a little
bit messy over here. Yeah, if you spend a little
bit more time with it, you can definitely
get these clean edges because I didn't do
anything different. I just use those same tools and same technique again and
again to get these results. Yeah, I created four of them
on this one and this one. With this, we can have a little bit more variation in our cloud. All right, it's time to create some more
material instances. Let's just duplicate
it four times 56.7 Select the fourth one and select the
cloud alpha four. In the fifth one, I
will select this one. It again with the sixth one, select this one, save and
do the same for this also. All right, now we can drag and drop this
material over here. You can see this cloud
looks a little bit better. I think it looks a lot better. We need to dragon
drop it over here. If it is not working properly, you can just dragon
drop it like this and yeah. All right. Now it is time to
arrange them properly. Let's see, I will come
out of the camera. Definitely. We can select this
and reduce the size of it to somewhere around 800 by 800. This one is a
little bit smaller. I think this 1400 by 400. I think this one I
will make smaller. While this one is bigger. Let's view through the camera. Once again, I will select this and make it around 600 by 600. This one we can make it
a little bit larger. 1,000 1,000 et stride. We'll just delete
this one for now. Let's select this and
duplicate this one. Only you can select this and type in
-600 over here to flip it around so that
it looks different. Let's see, I will
select this one also. For now, I will again delete
it and select this one. Duplicate it, and place
it over here like this. I'm trying to find like a
nice looking composition. Let's change the scale of this a little bit to 700 by 700. Eat this one, place
this on over here, poppy paste this,
place it over here. And let's reduce the size to
something like 200 by 200, or maybe a little larger. I'm just duplicating it around. Then what we can
do is we can try adding like different
materials to them, give them variation like this, reduce the size wherever
you feel like it. Let's still eat this one again. Other things that you can do is let's say we select this one, open up the material
instance for this, and we can change things
like the opacity to make this cloud a little bit lighter or
anything like that. That is definitely an option. I just wanted to mention that
you can change things like the and things like that
for the different clouds. I think this honestly
looks much better in my opinion as compared
to the last one. Again, I'm spending quite a
bit time with this just to find the right look. Yeah, as you can see, this
also looks pretty good. Let's try flipping this around. The type in minus 350 over here. Let's try minus 45450. It's difficult to select them
as they are overlapping. So you can select from here. All right? Yeah. Now
I think they look a lot better as compared
to the last ones. I'm quite happy with the
results that I've got now. You can just turn all
of them off and turn them on one by one to see
what look you want to go for. Honestly, I like all of them
quite a bit can choose. But honestly, to me, I
think this the best, I don't know, the realistic
look of the clouds along with the stylized look I
think goes pretty well. But yeah, the other two
also look all right, maybe you guys have found out like some better looking clouds online and use them as your
textures. Yeah, definitely. That is also a great thing. Now we are pretty much
done with the clouds, can hit save on this and
the Clouds part is over. We have created
quite a lot of them. What we will do now
in the next video, we will start
creating the rocks, the stylized rocks to
fill out the scene a little bit more.
Thank you watching. I'll see the next one.
14. Modelling Stylized Rocks: Hello and welcome guys. In this lecture we
will be starting with the modeling of our
stylized rocks. So we can quickly
just open up Blender. I will just create a new file. We can first let's just enable screen cast skis and also I
will just delete all of this. Just select it all,
press delete, honestly. Now for creating stylized Rocks, the most common method would
be to just scrub them out. But for that you would
have to use Z brush. And I really didn't
want to do that for this course as I just
wanted to use like blender and religion
and maybe a bit of substance painter to texture
some of the things I was searching online and I found a nice little way to create
stylized rocks in blender that honestly works
surprisingly good and is also very easy to do.
Let's just start. We can first press
Shift plus A to add a new object and just
add a cube, basically. Now what we have to
do is go over here in the modifier stab and I will add a modifier and that will be the subdivision
surface basically to give this more
polygons to work with, we can give it maximum, that is six levels. Now the next thing
that we have to add, where is the modifier Basically displace
will use a texture, a black and white texture to actually displace the geometry of our A model or the
object that is this sphere. We can hit New over
here to give this a new texture and we can name
this texture as stone one. All right, now to
edit this texture, we have to go over here on
this texture properties. When you go over here, you can select any texture
from over here. There are a lot of
inbuilt ones that are already there like blender
only as you can see, we have variations of all these different
type of textures. The one that we will be
going for is Born Now, right click and shade smooth. This, honestly this looks
nothing like a rock. What you need to do is you
need to come down over here in the settings and
increase the size of this. You can see when you are
increasing the size, it is changing its shape. When you increase
the size to maybe around one or 1.1
as you can see, currently it is at 1.2 for it. Yeah, it is like really looking like a
stylized rock right now. We have the a lot of these, but we can fix them
later on very easily. Now, next thing to do is you can just play
around with the settings, like changing the intensity and see what results
they give you. The one thing to reduce these bumps is we can also
remove them manually, or you can decrease
the contrast of this. You can see when you
decrease the contrast, uh, the bumps get reduced, but the stone is also looking as it is looking
more like a sphere. Right now, we can put the contrast back at
one, only in my opinion. Before we actually
start to edit this out, let's create a bit more
variations of this rock. What you need to do is
let's come over here and just disable both of these
icons, this one and this one. Now when you press Tab, you will see you can go in edit mode and still
see your rock. What I'll do right
now is I'll just press the next and
move it over here. Then I will just press
Shift to duplicate this, Press X, lock it over here, and place it right here
when you press Tab, the great thing about this is press three for face select. When you move around this face, you can see the rock is changing whenever you edit something that is like the nice
thing about this, you can press to
select everything, then press then x to scale it. On the x axis, we have a
little bit different rock. We can click over
here to give this a separate texture so that they both don't have
the same settings. Now we can increase the size even more for this because this is
like a huge rock. Or you can just like play
around with the settings, we can set the contrast
to maybe something like 0.7 Let's go into the
edit mode once again, scale it down and
scale it like this. Let's say this is
a nice variation. You can press R then Y, and rotate it by 90
degrees like this. This is like a
different type of rock. We can create 34 variations
of this. Again, duplicate it. Make sure to create
a separate texture that whenever you make
changes to the texture, they don't get affected
to the other ones. Again, you can move
around some of the faces. You can select it and
even press Key to extrude it to create
like extra faces. But I've noticed that when you
create like a larger rock, then it does not give
you that good results. As you can see with this one, it doesn't really
look like a rock. It's starting to
look a bit weird, but when you keep
it really small, then it gives you
like nice rock feel. Let's just remove this face. Let's see. We can increase it length a little
bit over here, a little bit over
here, then we can. Um, just come down over here, sorry, and play around a little bit with the size so that we don't have like
the exact same result. I love to make this
something like this. I think that's pretty good. Again, let's duplicate this. This is all right. We don't need to make
any changes to this one. Now, you can create as many
variations as you want. Now what I will do is I
will just select them all. And to make all these
changes per minute, you need to apply
all the modifiers. You can either
apply the modifiers by clicking over
here, then select. But that would be
like really long as you have to do it for each
and every one of them. Just select them all at once. Press three and search for the command convert
to mesh to enter. Now when you select them,
press Tab basically. Now all your changes
are like permanent. You cannot really
make any change now. As you can see, that
edit part is now gone. You cannot really edit
your rocks right now. Make sure whenever
you like apply the modifiers, you're
happy with them. You can still undo it if you
want to make any changes. If you undo it right now, then the modifiers
will come back. As you can see, there is another way that
you can preserve them. You can just press plus
to duplicate them. And then just press right click to place
them exactly over here. Press M and move them
to a new collection. And just rename them
to like not apply. This is usually what I do. I create two different copies of the object and you cannot
disable the not applied one. So that you can apply all
the modifiers to these ones. Whenever something goes wrong, you can always have
a backup plan. But yeah, I don't
think it is really necessary for these rocks,
so I will just delete it. I just wanted to mention it out, like whenever you
apply the modifiers, you cannot make any
change later on. If you want to make a
duplicate copy of them, you can do that. You can also create
like a separate blend. The choice is totally up to you. Let's just press three
and hit Convert to Mesh. Now basically all of them
have their modifier supplied. Another thing that I want
to mention is if you go over here,
enables statistics. Right now you will notice that the vertices are currently close to 98,000 and that is
a lot for these rocks. We definitely don't want them
to have too many vertices, we definitely want
to reduce that. We'll just select them all
and press control J to join them together into
a single object. So that we can easily add another modifier from over here. And that would be the
decimate modifier. Basically, what decimate
modifier does is you can easily reduce
the face count. It will triangulate
your model and it will reduce the count of this
or the vertice count. You can see if I set the
ratio to 0.3 over here, the vertices have now
reduced from 98,000 to close to 37,000 Don't
reduce this too much, You can like 0.05 and you'll see your rocks are looking like a little weird, still
not that bad. I think we can work with this, but the best way to
do this would be to first set this to
something like 0.5 Because I've learned
that when you add like multiple different decipate
modifiers one after another, that seems to work
much better as compared to like reducing
the amount at once. Only add another
decimate modifier and this time again set this 2.5 and now the vertices are at 24,000 We can
add another one. Let's see, let's strike
0.5 and see how it works. Yeah, I think this much is
pretty good for these rocks. I will select them
all, Press three and hit Convert to Mesh
Once again to apply all the modifiers wait for it to apply when
you press Enter. Now when you press Tab, now you can see that
decimate modifier has worked and the
vertices have reduced. Now it is time to finally remove all the annoying points over here that are the
dense on our rocks, because that is what
does not look good. Right now, it is really easy. Just press Tab and you
can press for selection, and you basically have
to remove them manually. When you press, you have this nice little
selection that you can easily make
and just do this. Press X and now
dissolve vertice. Make sure to dissolve the
vertices and not delete them. When you do that, you can see now the rocks have a flat face. It is really easy
when you do that, it gives the rock a
nice little look. Again, Press X and
dissolve them. If you are seeing a little
bit of shading issues, you can just remove
these vertices over here at the edges. And it will fix itself only. Yeah, As you can see, it is a little bit of
trial and error, but it still works pretty good. As you can see, removing this caused a little bit of
more issues for us, we just don't do that to
fix these shading issues. There is another thing
you can go over here in the modifier tab and just
add a weighted normal. You'll see it will
enable to smooth, to come down over here
and enable to smooth. And you can see enabling
to smooth and adding the weighted normal fixes like most of your shading shoes. You can also enable keep
sharp if you want to. But yeah, I think
that's pretty good. Now you can these words, press C and select them all and just reduce
them or remove them. You can see that
works really good. All right. You can
see the edges are starting to look a little
bit more like rocks. I think that looks really nice. Now let's remove
all of these areas. Wherever you can find these
points, just remove them. You can also make multiple selections by
hitting right click. Then you can come over here, then again press and
then select this area. Then again hit right click and come down over
here, let's say. And again select this area, right click, and you can make multiple
selections like this. Now press X and
dissolve vertices. We can see a little bit
of difference over here. So let's just move
all these vertices, so make it a little
bit more flatter. All right, perfect.
Let's do it over here. As you can use your
scroll wheel to increase or decrease the
size of the selection. If you make it larger, you can select it quickly, but I just make sure to not
select any of the vertices on the edges because that can
mess up it a little bit. This is like the only thing that is time
consuming about this. But you can see we can
easily create a lot of different looking
rocks with this method. All right, with this, I think our first rock is
pretty much done. And you can see the
edges look really nice. Now I think they look
more like a rock. And we need to now do the same thing for
all three of them. You can maybe pause the video and try to do this on your own. Again, make a selection,
hit right click. Come over here, make
selection, right click. I think for these rocks, we have to do a
little bit less work. Because for these, the contrast was said to a little bit lower. The dents are not as visible. Again, press X and
dissolve them. Now we just need to remove all these excess vertices from these faces to make the faces
look a little bit flatter. You can also use this circle
to make a deselection. When you use your scroll wheel, click on your scroll wheel and you can make a de selection. This is a nice little
tool. Yeah, perfect. Let's do it over here. And this will also like
reduce our vertice count. If you remember, I
think we started at around 12,000
and now we are at 9,700 So yeah, that
definitely helps. As you can see, we are having a little bit issue over here. Let's try dissolving a fixed it. You can just dissolve the
word sees wherever you find some shading issues. Even if you have a
little bit of story, I was selecting
dissolving edges. Even if you have shading issues
going on here and there, it does not matter that much because these won't
be even visible. And when you texture
them, it would be like totally that much visible. So yeah, you can just rest easy with the little bit of
shading issues going on. Like these ones, they
do not even matter that much because they
won't be even visible. Because we have like
too many things going on with our environment with the grass and everything. All right, so I think the second rock is
also pretty much done. You can spend some
more time with your ones to have
like perfect looking, but I think I'll
just go with this. Let's remove some
faces from over here. Let's move on further. I'll right on to this one again. Hit right click to make multiple selections X and dissolve the word disease. And now let's just do a
little bit of clean up. Maybe we can remove
all these faces to make this face look
a little bit flat. I don't really know. I
think I will just undo it because the shape is looking a little
bit weird right now. Let's just remove some
faces from over here. Keep this curved shape. First, let's just enable x ray select this recipe and separate from selection,
select them all. And just separate them all out so that all of them
are different objects. We can rotate this
one like this. Select them all again. First over to set origin
and origin to geometry. Now select this. Rotate this
by 90 degrees. Let's see. Obviously when we are in undeal, we can easily
rotate them around, Scale them to give them
like different shapes. I'm not really sure about this. Let's try removing a
couple of faces from here because this space is looking like
really curved and that is what's bothering me. We can maybe do something
like this. Let's try, honestly, This is something
that you guys might not be facing because everyone would have
different rocks. I think I'll just
keep it curved only because we are not getting
that good results with it. Let's remove a couple
of ices from here. Yeah, I think it's fine. We can just rotate it
around or we can place this part at the bottom so
that we don't really see it. Let's move on to this one. Press tab again, press
see, and make selections again. This one is kind of
having a similar problem, so I will just keep it this way, only it does not
look that weird. I think we can
definitely work with it. It is having a little bit of
curved area over here also, but I don't think that's
that big of an issue. We just rotate it
around and Yeah. All right. I think I'm pretty happy with how the
rocks turned out. We can just hit Save first.
Let's save our file. We need us to rocks
and hit Save. That is pretty much it. You can spend some
more time with your rocks to refine
them even more. You can do a little
bit more clean up. Yeah, that's it
for this lecture. In the next lecture
we'll just wrap them and export them to substance
painter to texture them out. And then we'll be using them
in our scene in unrelent. Thank you guys Watching,
I'll see the next one.
15. UV Unwrapping the Rocks: Hello, so now let's export our rocks from blender to substance painter to
start with the texting. But before we do that we need
to U and wrap our rocks. That is pretty simple. We can
just first select them all, and again press
three and search for the command convert to mesh to just apply all these
modifiers over here. Another thing that I want to do is I want to
triangulate all these. Because whenever we
like export anything from blender to substance
painter or unreal engine, it can always be trangulated
in those other programs. It is better to just
do that beforehand. In blender only, I will just select them all and
triangulate it. You can just press control
key, trangulate them all. And then you can press All plus J to remove any of
the access faces. Basically, that's
it. Just quickly look through your
model and there might be a couple
of shading issues here and there as you
can see over here. Let's see if we can
focus over here. Press two times to move
this vertice along the edge only like this.
And select this one. Also, press two times and just move it
downwards over here, so that the shading issue
is not that visible. Do the same thing over here. Rest, I think is pretty good. Let's select save this now, press control A and
apply all the scale. Let's head over to
the UV editing tab. Now press A again
to select them all. Let's enable display
stretch from over here. Then you can just press and smart UV project and hit okay. Basically this is our up. I think the automatic
up is fine. We can definitely go ahead with this if there are any problems. When we move over to
substance painter, then we can just come back and fix those issues
if there are any. But for now let's just
go ahead with this. Next thing that I will do is I will material to them,
add a new material, rename these two rocks, and make sure to add that
material to all of them. To do that, just select
this one that you've added, the material to press, to select everything
control plus L and link materials like this. Now you've been able
to file export, and let's try
exporting them as X. Now in our exports folder, let's it is already rocks. You can just enable
selected objects and mesh also enable
active collection. And then hit export
from over here, Open up substance Painter. Now wait for it to
open up substance. Painter has opened
up and go over to file new and
create a new project. This dialogue box
would be opened up. You just need to click
on Select over here. And then just select
the rock file that we just export right now. Export folder, select the
rocks and rest everything. We can also change later on. We do not need to worry too
much about it right now. Just hit okay from here and
wait for it to open up. You can see we have
two windows here. One is for our three D model, and the other one is for our UV. You can press on, you can press F two to
switch between them. F one is for this type of view, two is for three view, and F three will just
give you the UV view. Press two because we only
want the three view. You can quickly look
through your model if there are any shading issues. Honestly they are
not that prominent. These shading issues where
they are in blender. Also, these won't be that
visible when we actually export all this to religion with all the lighting
and textures. But one thing that
I noticed was that the models tend to work a
little bit better with the OBJ, that is the wavefront format. Let's try exporting them as
that also to fill them up. File Export and
select Wavefront. Then just split names to rocks OBJ so that we know now
in the export folder, Enable selection only and rest. Everything remains
same. Hit Export again, come over to substance painter. Let's go over to five new and this time
select the OBJ one. Okay, we cannot save this. I think both of them
are pretty similar. Let's just go with
this one only. Now the first thing that we do whenever we
import anything into substance painter
is to go over to detect set settings to
bake the mesh maps. Because when we
wake the mesh maps, then we can use
all those features like the smart materials, smart masks, everything that are the cool features
of substance painter. Let's just click over Bake
Mesh Maps right here. You might have a different
window like this is like a completely different
window with a new version. But you guys might have like a small window if you're
running on the old one. But don't worry, it is
pretty much the same. Only the only things that you need to change from
over here are the size. This is basically a size
for your mesh maps. We can go with four. If you
have a low end machine, you can go with a lower size, also like 21k, but let's
just go with four. You can enable both these
options and also in Antic, I will be going with 16 X. Basically, these are
the only settings that you need to change Rest, the default is pretty good. Go with this. Also, make
sure to disable ID maps because we aren't really using
ID maps in our workflow. Then hit Bake Selected Textures and just wait for it to finish. All the baking is done. Now you can hit Return
to painting more. We look through your models
for any shading issue. I don't think we
have any right now. We will come across them while we are like
texturing the rocks, but I don't think there
are any right now. All right, let's start. So we can come over here
in the layers. If you don't see any of
the windows over here, you can go over to I think, window and all these
windows from over here. The assets, layers,
properties, everything. We have this one
layer already added. We can select it
and delete this. Now we can click over
here to add a fill layer. This is the icon fulfiller. Basically, fill layer
will completely fill your rocks with your
desired settings. You can change the
color and you can see it will affect all
of the rocks over here. We can change things
like the roughness, the metallic ness,
all these things. All right, let's see. First we need to give this
a color for the color. I will be going with the
grayish whitish color. Sorry, 0.75 something like that. Yeah. Next we have is metallic. Basically one would be full metallic and zero
would be non metallic. Obviously, rocks would be set at zero because they are
not metallic at all. Then we have roughness, Basically what roughness is, when you have a low
value for roughness, as you can see close to zero, then your rocks would be
like really reflective. And you can see all these
reflections over here. You can hold shift and use your right to move
around the lighting. You can see the rock is
really reflective right now. As the roughness is low. When you keep on increasing it, you will see the
reflections go away. Obviously, we want a
rock to be very rough around 0.8 all right, the base material is
pretty much done. We can rename this
layer, base layer. Now basically what
we do is we have this base layer of R.
And then we can keep on adding layers onto
it to build upon it like different layers
like color variation, edge damage, and scratches
and things like that. To make the material again, I will click Add a Filler. Now another filler is
added onto our base layer. Basically, this will be
a color variation layer, a rename this color variation. Now we can set the color to maybe something dark like this. You will not that this layer is now completely
covering this layer, the one at the bottom,
the base layer. What we have to do is
we basically have to add now mask to mask
out this layer. Also, if you don't
know what masks are, basically they're exactly the same like they are in Photoshop. They're pretty much the same. But if you don't know what
they are completely like, if you haven't used
Photoshop that much shown by a completely
different example. I will turn off both of these
layers, just hide them. You can click on this icon
to disable them both. Let's add a new filler now, I will just drag drop any
base material you can use, anyone and dragon drop it onto
the base color like this. You will see it is
completely filled. The base color is
completely filling. Our rocks, click over here
and now add a black mask. As soon as you add a black mask, the layer completely
disappears and we basically have
our white color. That is the default color. Why this happened is
basically we added a black mask to this layer. When we add a black mask, you need to memorize this, that in terms of masking, black means invisible and white means visible. We
have black color. The layer would be
invisible over there. And wherever you
have white color, the layer would be visible. A mask is nothing but a
black and white alpha image that controls where your
layer should appear. As I said, wherever there
would be black color, it would totally disappear. And wherever we have white
color, it will appear. Currently it is completely
filled with black color. As we added a black mask, it is totally disappeared. Now when you scroll over
here in the property, stab and select your brush tool, you will notice that you can only paint with black
or white color. You can either paint with
black color or white color. Because currently
we are in the mask. When you paint completely white and you start
painting on this rack, you can see the layer is
appearing back again. Because now we're painting
with white color. And as I said, white means it is visible
in terms of mask. As soon as you like, refresh it a little bit, just
click it out of it, you will see the mask is
updated over here and our paint strokes are
visible, visible with white. Because we are
currently painting with white as you can see. Now, if you just turn this
back to black, now paint it. You can see now you're
removing the layer. This is what masking means. There are various different
ways to add mask. Obviously, we won't
be painting on our own automatic ways
like using generators, smart mask, or even grunge maps. By pretty example, you
can go over here in the smart mask section and drag and drop anyone
that you might like. As soon as you do that,
you'll see the mask is added. And basically this layer was masked out using
this mask editor. And now you can. It on your own. Basically,
these are masks, as you hopefully notice by now, that they are really
powerful and basically you will be using them a
lot in substance painter. I hope I was clear
with my explanation. Also, if you want to learn substance
painter from scratch, I also have a course on that. If you want to do that you
can definitely go there. I will be going over
each and every part of substance painter in that course I will try to explain all of my steps over here but I won't be going over the
basics and everything. Let's turn them both back on. Again, select the
color variation layer. Let's add a black mask to this. Now again, it
totally disappears. First, I will increase the
roughness of this also to 0.8 maybe we can be cited 2.75 just so that they have a little bit of
variation going on. Now for the mask, we won't be using a
smart mask this time. For this one, I will be showing you how
we can use textures. We also have a lot of
different textures provided to us by
substance painter only by default they
would be there. You can search for grange maps and you'll find a lot of
these cool grunge maps, like dirt maps that you can use. The one that we would be using, cloud map, this
one the clouds to. We cannot directly
dragondrop it over here. First, we need to
go over here in the Effects menu and
add a filler like this. Now you can drag and
drop it over here. As soon as you do that, it's appearing onto our clouds and we have a little bit of color
variation going on right away. You will notice a few
things wrong with this. You can see we
have these issues, shading issues going on over
here. How can we fix them? It is not that
difficult because in substance painter there is
like a inbuilt command. You just have to change
it from UV projection. Currently it is projecting by
UVs to tripler projection. As soon as you do
that, you can see all of those seams
have disappeared and are the layer looks
completely perfect now. All right, how should we
now to add color variation? You can play around with tiling. As you can see, you can
increase or decrease of tiling the balance and see
if you increase it too much. The mask would be
really prominent and the base layer would completely
disappear from below. We don't have to increase
the balance too much. Contrast is again very
self explanatory. The edges would be like really sharp when you
increase the contrast. And if you decrease it, it
would be like really light. I will set the balance to around 0.4 and the contrast also to somewhere around 0.4
That is a good start. Let's see, we definitely want to play around with
the tiling a little bit. I think I will decrease
the contrast to even low 0.15 Now obviously this color variation
looks like really bad. But what you can do
is you can go over here and adjust the
opacity of this. We will set to opacity
of somewhat like 35. Let's strike 35. And you
can see it is really faint, but it adds a subtle bit
of value to your rocks. Go back here and try
increasing the contrast. It does not matter that much. Now we can play around with the tiling a little bit to see. We definitely don't want
to increase it too much. Somewhere around three would be a good value to start with. Obviously, again, this
is totally up to you. You can play around with it
however you want. All right. I think I'm happy with it.
I will just proceed now. Again, add another layer, and this time this will
be the dirt layer. Give this a dark color, we can randomly give it
a high roughness value. Again, add a black mask. And this time I will show you how we can use the smart masks. As I said, smartmssre
really easy to use. You can just drag and drop
them onto your layer. Again, you can go with
anyone that you want. We have a lot of
different dirt masks, but I will be going
with this one dust as soon as you add that, it is not really
visible right away. But you can go over
here and then you can play around with the
level as you can see. Again, the contrast,
everything we have over here. Also the dirt level, 2.65 Yeah, and contrast
somewhere around. Let's see, that is pretty
good in my opinion. I think now again, we can decrease the opacity because obviously we don't want this to be that dark for now, let's try something
like five or maybe 50. You can see slowly but surely we are getting the look of the raw. It is still not that great and the stylized look is
still not quite there. I think when we
add all the edges and some spots like
things like that, then it would be more apparent before we actually proceed. Let's save our files control. I quickly head over to my tutorial directly in the
substance point of files, save it as rocks. I think this month is
pretty good for this video. We can continue from here. In the next one, we will add
more layers onto our rocks. Thank you watching.
I'll see the next one.
16. Texturing the Rocks: Hello and welcome guys. Let's continue
texturing our rocks. Now the next layer that we will be adding is the edges layer. Also another thing that I
want to do is I will just increase capacity of the dirt
layer a little bit to 60. Now let's just add a new layer. Basically give this white
color, like completely white. Let's just rename this two
edges. Add a black mask. Again, I will be
using smart masks. If you look over here, there are a lot of different smart masks related to edges. You can try out them all and find whichever
one you like the best. Let's see if you just drag and this one you can see it gives
us edge damage over here. Obviously, not all
of the smart masks would look like good right away. You can click on the
mask editor and try to adjust the settings and make
them look good on your own. But yeah, I think this
one is not that good. We can just remove this and
let's try something else. We can try this one again. This one has a
different type of look. It is totally up to you what kind of look
you want to go for. I will also share a couple
of things later on, but let's just first
find a nice mask that we can use this for us. Let's try this one.
As you can see, this one looks really good. It really fits with our
stones really well. You can adjust from the
maskedata over here. Things like the contrast. Basically, the balance
would increase the effect. Don't want that? Let's try something else also. This one we have to
tone down a lot. I think a lot of them
are pretty similar, but the one that I have decided on is this one, edges dusty. We also have these edges
strong which are really harsh. If you want to use them, you
can definitely go for them. But yeah, I'm not going to use them because these
are really harsh. You can tone them
down by decreasing the opacity and then they look all right but
still they are, I think pretty harsh. Yeah. They look weird to me. If it is the style
you're going for, you can definitely go for it, but I will be going
for this one. Edges dusty, which I feel
like is like subtle. It adds a nice little look
to our rocks as you can see, definitely it is a little less. Right now, I will
increase the balance to maybe something like 0.8 Then what we can do
is let's just set the contrast to zero because we want it to be a
little bit bloody. You can also increase
the global blur, and you can see when
you increase it, the details totally vanish. Let's set this to zero. Now, I will just tone down
the opacity from here. And let's see, what do we
want to go for right now? Let's try 50. I think 50
feels really good to me. This one is really subtle
and not in our faces. I quite like this one. You can turn it on and
off to see how it looks. Now I will show you one
thing that we can do, Like it's not necessary
to do good to know. You can go over here, select the mask, and add a paint layer. Now you can paint
over this mask. What I mean by that is basically currently we have
this mask with us. But let's say we don't like
a little bit part over here. Let's say we want to remove this white area from this layer. We can select the mask. Select any brush, so let's
select maybe a dirt brush. These ones are my favorite.
They work really well. Hold control, you can use your right click while
holding control. Move your right click left
and right, like this, while it's confusing, Hold control and also
hold your right click. And then move your
mouse left and right. And then you can adjust it. Yeah, we reduce the size of it. And when you paint over it,
you can see you are currently painting with a layer because the mask color
is set to white. If you remember,
white means visible. If we set this to black, now we're removing this. This is like the great thing
about adding a paint layer. We can customize the mask on our own press X to switch
between black and white. And you can paint it
and you can remove it, undo everything you can see a couple of areas have
these issues with the weird shading with
these type of things. It is really helpful. We
can set this to black and just remove it
completely from here. To whichever extent we it is not being removed completely. We have a little bit of
like because of the UVs, I think it won't even be
visible from far away. But yeah, we have a
little bit of here also. We can remove them
to a certain extent. Let's just change
the brush right now. We can choose the basic hard. This mud is pretty good,
is not that visible. Now to switch back
to the black color. Just look for any glaring
errors in your shady right now. I don't think there are
any except that area, that small part over here. Over here. But yeah, it won't be that visible from far away. All right, let's continue. Now, another thing that we can do is we can copy
this edges layer. Let's say we duplicate this and remove the
mask from here. And then we can use
some other mask. Let's say we were
finding this one. Also pretty interesting. This is the stone stains. You can, we are seeing
some marks over here and we can layer
both of them like this. You can see this also
gives us a nice bit of effect. Let's just keep it in. We can reduce the opacity
so that it is not that like a parent,
maybe something 25. Yeah, I think that's pretty good. I'm happy with this.
Let's continue now and try to add some spots. I will also reduce this to 40. Now we can add a bit of a
lien spots on our stones. Again, I will duplicate
the edges layer. Only remove
everything from this, the mask editor and also
set back the Opacity. 200 also change the
roughness to 0.8 That is the stone roughness
that we are going for for both of the
layers and this one also. All right, now for the lichen, this time we won't be
using a smart mask. Instead we will be
using a texture search for stains stain spots. First, add a fill
layer over here. Add a fill layer
to this mask and this drag and drop it here. Now you can see these
spots are added right now. They look weird
because they're out of like size said the
UV projection. The projection to
triplanar projection, because that way we
can control it easily. Now let's just increase
the tiling to something like somewhere around here. Let's strike 2.5
to round it off, then we can adjust the balance. Obviously, we don't want
this effect to be too much. We will reduce the
opacity also from here to something like 20 so
that it is very light. As you can see, we can see
very faint spots on our rocks. These won't be visible
like right away, but they still add a lot
of value to your model. As you can see right
now, if you remove this, it looks really flat. With the addition of this,
the rocks look really nice. Maybe you can
increase it a little bit to make it more apparent. 25, let's say. Let's also increase a tiling
to something like this. That way it looks much better. Let's rename this to Chen and duplicate this layer
suppress control then B. Now remove this filler
and this time search for spots over here and there would be
like a grungpots one. Let's strike this one.
Grunge spots, dirty, strike and rob them
onto it right away. I think they look pretty good. We can play around
with the tiling Now I think a rocks
look really nice. They have a stylized
field to it. Rocks like generally
have the edges emphasized a lot
that we have done. Let's set the pace to
something like 24 this now. I think I'm pretty
happy with my rocks. Let's just sit safe. You can maybe experiment. You guys can experiment
somewhat more, add a little bit more layers, do some more things, but now
I'm pretty happy with them. We can maybe add one more
layer of roughness variation. Let's just add another
layer this time. Disable all the channels except the roughness channel over here because we only want
to use the roughness. You can also do this by like holding Alt and clicking
on the respective channel. And the rest of them would
be disabled, automatically. Rename this to
roughness variation. Again, add a black mask. Let's search for
some grunge map. Add a filler to this.
Let's strike this one. This is like the grunge map, 007, right away, I don't think, you won't notice the changes because roughness variation
is really, really subtle. But let me just place
it like this then. When I changed the
roughness over here, you will see earlier it
was completely flat. When it was 0.8 the rocks
would look like this, but with added
roughness variation, you can see this is like
the roughness variation. Now you can play around with
it by adjusting the balance. These changes are not really made to the color channel but only to the roughness that they are like a surface
imperfections thing that would add a
nice bit of effect. We can also add one more layer. Just duplicate the lichen layer and rename this scratches. We can add one more scratches
layer for scratches. Over here you'll find this
I think scratches rough. Select the mask and done mask, then select the fill layer
and dragon drop it over here. Now let's increase
the tiling of this. You can see the scratches over
here, They're very small. But again, the effect in this type of texturing
is all about subtity. We want to keep
everything very subtle. We can increase it to maybe 25. With scratches, you will have a lot of different
settings over here. You can play around with the balance to increase
the visibility, the contrast, the quantity. You can play around with
the quantity, the tiling. There are a lot of
options for you, but I think I'm pretty
happy with this. This right here looks
pretty good to me. Yeah. All right. Now, let's just say
again as I said, you can experiment with
this as much as you want and try to make
your rocks look better, but I think I'm pretty
happy with them. Okay, one last thing and then we will end with the lecture. If you want to use this material that you have created
for any other project, you can create a folder from here and drag it
into a single one. Select them all while
holding Shift and Dragon, drop them inside like this. And let's just rename
this to something like Rocks Understore, Stylized. Now the last step
would be to just right click and create smart material. As soon as you do that,
wait for it a bit and you can see it will
appear right over here. Rocks underscore stylize,
it will now appear in your, what do we call
this, the assets. And you can just drag and
drop it and use it with any project that you might
want to for future use. That's pretty helpful. Let's
just sit safe. Thank you. Watching, I will see the next
one when we will be placing all the rocks in under engine
in our scene. Thank you.
17. Placing the Rocks: Hello and welcome guys. In the last lecture,
we finished with the texturing of
our stylized rocks. In this lecture, I will
just quickly show you one more thing and then we will export everything
into under engine, the models and the textures. And then we will start like pacing around our
rocks into our scene. One other thing that you
can do is you can add like a bit of your own
things onto the rock. Like you can give it
a addition of moss. You can just add another layer. So let's create a new filler and you can see it
covers this entirely. Let's rename this to moss. We can now give this
a greenish color. Greenish, yellowish, maybes. Let's go with something
like this for now. Then what you can do is you
can just add a black mask. Again, you can go into
the smart mask and search any moss
related smart mask. I think there are
a couple of them. One of them is moisture, moss and moss from top. We have a couple of them you can just drag and drop onto it. And see this one adds
moss onto your edges, which I don't think we need. It does not even look that good. You can increase or
decrease the level. As you can see, it gets
added along the edges. Now you can play
along with the things like reducing the contrast,
adding more grunge. Grunge is basically
the amount of dust, dirt, that is in the
middle. Like this. You can do a couple of things, play around with the setting, then you'll eventually understand
what they basically do. I will show you one other
thing that we can do, is we can also change
like some things through filters like let's say we don't have some settings over
here in our Mask builder, what you can do is you, again, let's say I want to like
blur this up a little bit. As I can see that the contrast
is a little bit too high. I've already said this to zero, but it is still
like looking sharp. I want to blur this out. So you can just select this and select the mask and then go
over here and add a filter. Filters are of various
different types. They can enhance your, what do we say, the mask
or any layer even more. Let me just show you a
different types of filter. First one is this
SSL perceptive. This one we can use to adjust
the color of the layer. I added this to the mask, but HSL perceptive will get
added through the layer. This also makes a
difference if you add the filter to the mask or you want to add the
filter to the layer. If we add filter over here, then at the HSL perceptive, then we can control
the hue staturation. As you can see, the lightness, it will make it darker and increasing it would
make it brighter. You might think that, okay, what is basically
the use of this? Because we can really change the base color
from over here. Also, the HSL perceptive filter would not be really
used with these layers. But let's go into
the textures and let me just quickly find
any kind of texture, let's say we use this
one, the camo woodland. I will just turn this
off and let's add a new Filer and dragon rock
this onto the base color, You can see this texture
is added onto our rock. Now I want this texture to
be a little less saturated. There is a chance that those settings are available over here that you can
play around with them, but as you can see, we can
change the color of them. But I want to just reduce the saturation of it as a whole. You can go over here
and add a filter to it and add a HSL
perceptive filter. And then you can play around the hue as single layer only, you can play around
with the saturation. The lightness perceptive filter is used with these layers. Like the base color layers. Textures. Yeah, I will just
remove this layer now. Turn this back on. Let's
remove this filter from here. Come back to the mask and
again add a new filter. And let's say this time
add a blur filter. This time we added the
blur filter onto our mask, only because we want
to blur the mask out. As soon as you do
that, you can see everything is a little
bit blurred out. If you increase it too much, then we cannot even see
the effect properly. But yeah, we also have different type
of blur directional. You can see it
blurs in an angle. You can change that
angle according to you. We have blood slope, which also gives a
nice bit of effect. I think this also
looks pretty cool. In my opinion, this looks much better and gives a nice moss He I just wanted to share
about filters with. You can also play
around with that. There are a lot of
different ones. You can just choose them and most of them are pretty self
explanatory in what they do. Some of these are
like matt finishes to give it like iron like
feel or things like that. But we cannot really
use them on masks, we have to use them on
like base color layers. With that. What I
want to do now, I will remove this. Also I will remove this mask because it is not really
the look we need. You can also try this
one moss from top, which gives a similar
result in my opinion. Again, you can add the
filter to this one. Also, I think B slope
was working the best. If we increase the intensity, it really gives
like a nice look. There is also
another one that is, I think the warp that also
gives similar results. Not that great, but yeah.
Uh, let's remove this. I think it would be best
to paint it manually. You can click over here
and add a paint layer. Now you can paint on the mask. Basically, white is
painting with this layer. That is the moss color. And if you press X, then you can switch back
and remove the layer. This is the basic thing
that we discussed earlier. In start now, it is
best to like choose a brush from here and I will maybe go with
the dirt one only. Then you can just press X to first select
the white and you can dab around a little bit over the top to add like
areas of moss. I think that would
work honestly, much better than
adding like a mask. You can also press X in
between switch and just remove some of the areas to give
it like a nice look. Again, press X switch back. You can just paint
around a little bit. Remove some of the
areas so that it does not look like very uniform. Then you can go over
here and add a filter. And let's add that blo, directionally, the blood slope. Something around here
looks really nice. Then you can
duplicate this layer. Remove the paint layer, and add a new paint layer. Bring it below the filter. Let's change the color to
something like yellowish. Then you can again select
the paint layer and then paint around
with this new layer. Obviously, the
color is not really that, that great right now. You can change it in
something like that. I basically wanted to discuss that you can do these
type of things. Also further enhance the look. Maybe you are going for a
different look for your rocks. That is totally up to you. You can do that with
the other rocks. Also, a better way
would be to just create two different
variants of the rocks on without the moss
and one with the moss. Yeah, I will just remove them, not really going to
add them in our scene. All right, let's open
up Unreal Engine. Now it's time to export our textures and
rocks into the scene. All right guys, the
project has opened up. Now you will notice that all of the clouds are
enabled at once. This is a problem whenever
you start like a new project. Whenever you reopen
your project, everything is like
enabled by default. Let's just enable
this one for now. And right click and let's
create a new folder name. This has rocks, open it up, let's just right click
and first import our models into the scene
in the export folder. Bring in, let's just bring in the FBX file or OBJ. I
don't think that matters. But there is a small
problem with this when you import all of them
into Will engine. They seem fine at first, but the main issue is
that you can see that the origin point is like really shifted away
As you can see, whenever you import them
in, this one is fine. You can see this one is
not placed correctly. This one also is not really correct. Let's just delete them. You might think that what is really the
problem with that, let's say I go into
the foliage mode, drag all of them in and paint it around wherever
you paint them. Okay, first let's just reduce the density first to
better explain my point, collect them all and just
put the density to one. Let's say I will also be the paint density to 0.1 Wherever you like
paint your rocks, you can see they are not really being painted at that place. They will be skewed off. That's because the original
points are not correct. For the rocks that
it is correct, they would be placed correctly, but for the other ones, they would be placed
like very far off, as you can see over here. Yeah, it does not
matter that much. But still we have to fix
that. It does not look good. Let's select them all
from here and hit delete from here on. Yes. To fix this issue,
it's really simple. If you remember,
we did one thing with flowers when
we exported them. We place them all at the center, and then we place them
all at the center. And then we move their
origin point over here. Only we have to do
the same thing first. What you need to do
is press seven for top view and just select
all of the rocks. Now roughly place them around
the center, one by one. It does not have to be
completely perfect. You can just place them roughly
around the world origin. That is what we did with
the flowers as well. Now just select them all. And then press control. As you can see right now, the origins are at
different points. We will set them exactly
at the world origin. Press control and just
select all transforms. And as you can see now all of them have the same origin point. You can select them all. And now go to Five, Export, and hit FBX. Let's select these
three options. Come back over here
in the exports folder and make sure to
rename this two rocks. Underscore Un engine.
Something like that. So that we know these are the different ones
that we export it. Come back to und,
let's select this all. Delete again. Import our rocks into engine. Once again, This time select the rocks underscore
under engine. Now when you add them
into your scene, you can see the origin
point is working correctly. Now everything would be all
right. Select them all. Delete. Sometimes you will notice that things
like this happen. Whenever you delete
something or move something, your grass starts to look weird. Don't worry, it
is something like a bug related to the
runtime virtual textures. To fix this, what you can do
is let's just go over here. The RBT, base color, select height, then select
base color back again. And most probably
it will fix itself. It just happens sometimes. I don't really know why. I think it is like
under engine bug. Now we can go back to substance painter and it's
time to export our textures. Now to export textures from
like a substance painter, you need to press control shift and that is the short cut. You can also selmre from the file and then
hit export Textures. Let's control shift. The first thing to do
is to set the path. I will first come over
here in my files, in the Textures folder. I will just right
click and create a new rocks folder so that we can add these
textures over here. Now click over
here, This is like the output directory where we want to export the textures. Select the rocks folder
that we just created. This is the template,
basically these are like different templates
that are already pre installed with
substance painter. You can also create your own output templates from over here, mixing and matching,
whatever you need. You can see we have
under engine four pad, we also have one for Brenda. Where is it a blend?
We have Unity. Everything. All of
the major programs. Substance painter already
has the output template. You don't have to do that much. You can go over here and just select under in four packed, we don't really have a
union five output template, but the four packed
one works perfectly. Now the file type we
can select as taga, let's set this to eight
bits plus dithering. And the size for the
textures can be set to foc to get the best
quality you can see. We have the global
settings and we also have the specific settings
for the texture set. This is really useful when you have multiple
different texture sets, but when we only have a single texture set only
it does not really matter. The global settings and the specific settings
are just the same. When you have different
texture sets, you can adjust the
settings from over here for specific ones if
you don't want to import some of the
output maps or change the size or anything for any one of the
specific texture sets. And these are like
the global settings. All right, when you
have set everything, just hit export and wait
for the export to finish. Now when all the textures
are exported from substance painter to
this folder over here. As you can see, they will
start to appear over here. Now we need to import
them into a new engine. Open up your text folder, import, just add these
three textures open. All right, now all three of
them are in under Engine. We can now select
the Rocks folder. Let's move this
Rocks Material to the Materials folder to
have everything organized. I will rename this to
Rocks underscore Master. Let's just right
click and create a Material Instance also for this right click and create
a Material Instance. We will be using this
Material instance, open it up, and Ft.
Let's delete this thing. Space to bring the
content browser, select all three of them and just drag and
drop them in here. Now you will know that this one is the
base color, Simply RGB. This goes into base color. This one is the normal,
this goes into the normal. This is like a new
type of texture. This is like a paged
texture texture, has three different channels in three different textures paged into three
different channels. Over here, we won't be really
using RGB from this one. As you can see, it is like
a yellow like texture, but it has separated out
R, G, and B channels. One is for ammineclus roughness
and B is for metallic. You need to remember this
what the RGB is for. You can also confirm
this when you go into substance painter in
the output templates. Let's say we selected
this one ring in four, if you remember we use this one. Now where is it? Yeah, this is like the
Pa texture that is this one as it has three different
channels packed into a single texture occlusion,
roughness and metallic. If you hover over them. R is
for mixed, that is mixed, ambitclusion, green is for
roughness and is for metallic. If you forget sometimes what the RGB is for in
the Pa texture, you can check in the
output templates. Yeah, everything is over here. R is for ambit, delusion is
for roughness and metallic. Now quickly plug this in. R is for amblusion, is for roughness and metallic. Wait for it to save and
let's just plug this in. Save. When you do that, most probably all your rocks should have the material
again, this thing happened. Let's just quickly fix this because it is really
annoying to look at. Let's check our rocks. And all the materials
are working perfectly. I think they look pretty good. But what I want to do
is I don't really want this to use the master material. All these rocks are using
the master material. We will change this
to the instance, why is it happening
again and again? Right now, it did not happen
for the whole course, and now in this lecture, it
has gone like three times. But yeah, this is
like a weird bug. Don't worry if this
happens to you as well. You have not done
something wrong. This is like some unengined bug. Yeah, let's see. I will go over here
in the Rocks folder, Select all four of them. We need to open up
them one by one and just select the material
instance from over here. The reason I'm doing this is because I will just
quickly show you, I will be adding
like a tint note to control the base color
a little bit better. That's why I'm
using the instance. Working with instances is
much better and faster. In the case of materials, let's just bring this over here and plug this
into a multiply node. And plug this into
the base color. Hold four on your
keyboard, or sorry, hold on your keyboard and
click and add a parameter. This can be our rock tint. Make sure to change the default
value, something lighter. Set the alpha to one. And hit okay, close this out. Okay, dragon, drop
your rock into here. Now when we change things
from our instance, you will see it will
update over here. Let us bring them all in. Go into the material
in the instance. Now you can control the
tint from over here. As you can see, we
are really helpful. We can change the color. Also, I don't think that
would be necessary. We would be just
like increasing or decreasing this value over here to make them appear a little bit lighter or darker
as we feel like. Okay, now we can just delete
all four of them from here. Again, we will be placing
them into our foliage. Only that way is like much
easier to paint them. Open up the foliage
mode and just drag and drop all four of these
rocks onto here. You will paint
around and you can see they are now
appearing perfectly. We also have this
single instance mode, which is really useful
in these type of things. Let's first remove them all. You can also hold shift to
remove the things first, set the raised density to zero. And you can just
remove them like this. I was talking about this
single instance mode. When you select this, it is like wherever you click, the rocks would be
added currently, all four of them are
being added at once as all selected is like
selected over here. But if I undo this, it is easier to just select them all and delete from over here. For some reason the
undo does not work. We have this cycle through selected cycle through selected. First it will be this one, then this one, then this
one, then this one. You can creek around and
place all these rocks. You can do it this
way if you want to. You can also like select them
all and change the scaling. Currently it is one to one. Let's say if I said this, 20.2 to 1.5 So that we have
various different scales. And you can see when you
place them around now, they all have different scales. As you can see, we have this
really small rock over here. When you place them
around, they all will have different
scales altogether. Yeah, this is necessary
to add like a bit of different variations from
over here in the settings. Otherwise everything looks
pretty much the same. I'm noticing the rocks
are really too big. Right now, the scaling, I will maybe set it from point. Let's say 4.8 I think that
would be pretty good. Let's just remove the
single instance mode and quickly just increase the
brush size and it is them all. Now you can paint them around. Obviously, we need to control the density as well
of these rocks. Shift again, remove them, select all four of them, and maybe try a density of five, because we obviously don't want too much rocks in our scene. As you can see, you can now
paint them around like this. It still won't be perfect. You will have to do a
little bit of manual work. But yeah, you can
hold shift in between and just remove
some of the rocks where you feel like
it's too much. You can just paint them around. And maybe in between check through your camera how
things look over there, You can see the
rocks are appearing. So what I did basically
in my scene was I placed a couple of rocks around through like
the foliage editing, and then I went back into my camera and then place some of the rocks,
like according to me, just drag them around and
just place them according to my feeling for how the look of the
environment should go. I suggest you guys
to do the same. You can just place a couple
of them around using the foliage to just
fill out the scene. And then you can place some
of them around by hand. Let's say you don't like some of the rocks
appearing over here. You can just reduce the brush size and hold shift and remove
them from over here. That would be the best
way to go around it. Again, I would suggest you guys to spend some time with it. Find like what you
like the best you can get various
different types of rock by just rotating
them a little bit. Let's say I rotated
a little bit, it is completely different rock. I will rotate it to like
this side like this, and it is totally different. You can increase or
decrease the scale and just keep
placing them around until you feel like
the seal looks cool. Will I think remove
these two from here? You can add a couple
of them on your own, also using the foliage because it is a little bit easier to
do with the help of foliage. But when you add them manually, it gives you like much more
control and look much better. In my opinion, you can also create like some huge rocks towards the edges of the sea. Fill it out a little bit better. So this one from over here, I think I'm pretty happy with
this. Let's just hit Save. What we basically did was we customize the look
of our camera, where we would be like placing our main scene and
the rest of the area. We can just use the foliage editor only to
place around the rocks. As I said, the more you
experiment with this, the much better
results you will get. Just spend some time with
it, move around things, place them according to you, go for the best look
that you want to. You can also go here
in the instance, you can change the color
as we said earlier, let's pilate it and
check what looks best. You definitely want to go with a little bit
of brighter color. I think even setting
it to complete, setting it to completely
white looks all right. You can also press
control L and play around with the lighting and see how it reacts with your
rocks and everything. As I said earlier, we
don't want to have a lot of shadows going
on in our scene. It would be best to have a little bit of flatter
look with less shadows. With the addition
of this, the scene definitely looks
a little bit more filled out as you can see the
different clouds as well. It looks really nice.
Now, this lecture is gone for pretty long. Thank us watching, I will
see in the next one.
18. Modelling and Texturing the Tree Bark: Hello and welcome guys. In this lecture we
will be starting with the creation of our
stylized trees. But before that, I just
quickly want to fix up the colors of my
grass a little bit. Doing that is really simple. You just need to go into
the materials and over here in the landscape
master material instance, we can just change the color
of the grass from over here. Let's just view the
camera basically. Right now, I think it is
currently too bright and too saturated for me obviously, it is totally up to you how
you want your grass to be like shown as I will just
make it a tad bit darker. All of the colors like this, as you can see, it instantly affects the
environment in real time. And you can see the updates. And also I will just
make them a little bit less saturated, not that much. You can also instantly
see the effect this has on your environment. When you disable them all, they will go back to
the default values as you can see now when
you enable them back, you can see this way. I think it looks a little bit better as it
is a little less saturated and a
little bit darker. Also, if you feel like
that the grass dark or the grass light is as much
appearing in your seat, basically what you can do
is it's really simple. Again, you can go
over to landscape, select the paint tool, ambulate all this earlier, but you can do it later on. Also, let's say select
the grass dark, let's select the alpha again. If you paint it over here, you can see the grass is
completely dark over here. Then you can choose some other
grass color paint over it. Obviously, make sure to reduce the tool strength so that you can have
that layering effect. Reducing the brush size also helps creating
something like this. You can select the
ground as well. Things like these are
totally up to you how you want to create them. You can spend some time with it. As you can see, this gives us a totally
different look. But honestly, in my opinion, what I had earlier,
I think much better. I will just undo
everything quickly. Now we are back to normal. You can do all these changes if you want to paint them all, change the colors and
see what suits you best. With this, I'm pretty happy with how my grass looks
and everything. Now we can start with
the re creation process. Just open a blender for this and press and press Delete to just
delete all these objects. For this, we'll be using an
add on to create the bark of the trees which is like a pre installed add on
that comes with Blender. Only first you need to enable
it from over here to go to edit references and
search for sapling tree. Add over here you can
just enable this one. Now you can press Shift plus A. If you go over to the curve, then you will find
this sapling tree Gen. As soon as you do that, you will see we have a nice
complete recreated for us. And if you open up
this menu over here, you can change all of the settings of this
tree however you like. We have a lot of
different things. As you can see,
obviously we don't have to go into each and
every detail of this thing. We will be just creating
some simple looking trees. We will create two of them to have a little bit
variation in our scene. You can change the different
menu from over here. We have this branch radius
making the branches thicker. We also have the
branch splitting, like creating more
levels in your tree. The base splits, this has like one bark and when
you keep on adding it, this is like
something monstrous. I'll just delete it
and I will create another Saplin region to
have this default shape. I won't be changing much. I will basically first go into the branch splitting and just reduce the base
splits to zero, that we have
something like this. Next, we can use the curve
resolution from over here that we have a single bark that goes through the
entire tree like this. Then what you need
to do is you can see the number of
branches from over here. These are four different ones. Basically, these are in
the four different levels. We don't really have anything in the third or fourth level. We only have branches over here, so you can just reduce them
from over here like this. We want it to be
really less like maybe something like
this. Let's see. Now the next thing
is to increase the thickness of the
branches and the bar, you can select
branch radius from over here and then
increase the ratio. You'll see if you
increase the ratio, the overall thickness of
the tree is increasing. Let's see, 0.05 I think
that's too thick. But in case of like stylized trees and
stylized environment, anything is pretty much good. This looks all right.
But let's just go with 0.03 mean 0.03 Next, I will also increase
the root flare. Basically it will make this
conical shape at the bottom. Let's give it 1.3 I think
this looks pretty good to me. We can go ahead with this
three maybe increasing the ratio to 0.035 Yeah, I'm happy with this one now. Let's just select it and move
it over to the side shift. And let's add another
sapling region, we can create a
bit of variation. This one can have a
little bit more branches. Again, we are in
branch splitting, I will reduce the
Bray splits to zero. This can be set at five, and again, we need to reduce
the number of branches. I will be going with
ten this time, 1011. Let's just see what looks good. Next we can go to branch radius. Again, set this to
0.03 root flare, we can give it 1.3
As I said earlier, with these type of things
like you can again experiment with all these
settings that are over here. You can see the levels.
If you increase it, we will have more levels in A and it will be more detailed. But obviously, this is like
a stylized environment. We don't want that much detail. We also have this branch distribution which
we can decrease. To give it a little bit
of more even shape, we'll set to somewhere around 0.6 I think this tree is
looking pretty good to me. Let's switch up the branches
and see what results we get. Yeah, I think this looks
pretty good. Happy with this. And we can have these two trees as like trees for
the environment. We will be adding
leaves later on. But first what we need
to do is we first need to just move them
to substance painter, create the bark
texture for them. Then we will move on to
creating the leaves. Because for the leaves material, we will be creating that
unreal engine only. But for the bark we need to create that in
substance painter. Let's do that first. I will quickly just
select them both and press M and create
a new collection. And this will be trees not applied that we don't really apply the
modifiers for them. Now we can select
this collection, right click, and duplicate collection that we have
this thing over here. And this can be applied, this will be when we apply
the modifiers for the tree. Right now, it is not really
a mesh, it is like a curve. As you can see, you can select these points and play
around with them. Right now it is like duplicated. Let's just turn this off. You can play around
with these points. As you can see, we need to
create this into a mesh. We have these two
different collections now, one for the applied
and one for applied. You can turn off
the applied one. We will use them when and
if something goes wrong. If nothing goes wrong, we
just have to use these one. Only we can select them both. Now we'll also check the statistics and quickly
see the number of vertices. I think this Meg is pretty good. Select them both, press
three and convert to mesh. You will see that they
are converted to mesh. Now select them both, Press control A,
Apply the scale. Let's move over to
the UV editing tab. First, let's add the material. This can be our bark material. Make sure to add that
to both of them. In the UV editing, press
A to select everything. Press U and Smart Project. Okay. We do not need to do much. I think this is. All right. Go back to layout. Let's just save on a blender file first. Over here, I will
just rename it. Save. Now select them both. Go to file export X, selected objects,
active collection mesh in the export folder. Export, open up
substance painter, and now we need to import these two into
substance painter. And then we can
just quickly create a very simple looking
bark material. We don't have to do
too much with it. All right guys, substance
painter has opened up. Let's create a new project. Click on here in
the export folder. Select the trees X file
open and hit okay. Let's just quickly bake
our mesh maps first. We need to do that in the
texture set settings. Bake mesh maps just
set at four K, enable these two
set a single 166, maybe disabled ID maps, we are not really
using that workflow. Hit bake selected textures and just wait for it to finish. I don't think it would take
that long with these objects. All right guys, the
baking is done. Now, hit return
to painting more. Just quickly check your model if you have any kind
of baking issues. I don't think there
are. You look closely. You will find these seams in your branches because
they are overlapping. But don't worry too
much about this. When we will have a
bunch of leaves over it, it won't be invisible at all. With the brown color of the bar, it would be like
totally invisible, so we don't have to
worry about that. Also, we can see
these jagged edges. To fix them, you can go over
to display settings and enable temporal interior fix
your jagged edges a lot. It is just a little
bit nicer to look at. Okay, before I actually
start to texture them, we can just hit save on the
substance painter project. Let's just save it in My
substance painter files, reenable bark material. It's now if you look over in, I think the library or
the assets as well, we should have a couple
of bark materials. As you can see, we also have
a style stylized D as well, and we did not know about that. I think this is, we added
in substance painter only. We can adjust the tiling. Let's just select five La, this gives a nice
look to our material. You can adjust all
these types of things. I think this is a
really nice addition by substance to give this
type of material, but I won't be really using
that. Let's just delete it. We can create a very
simple looking, stylized bark
material of our own. Okay, let's just click
on this fill layer. Rename this to base. This can be our base
layer for the wood. All right guys, Now when
you select the base layer, you'll see all these
settings appear up over here in the
property staff. If you do not find
any of these windows, you can go over here
in the window menu and now select Views. And you can just enable and
disable them over here. And you can just also drag and drop them
wherever you want. All right, over here in the property stab
for this base layer, you will see all these
different channels that you can enable or disable color, metallic roughness,
all these basic ones. First we need to set
a color for this. Select the base color and let's choose like a dark
brownish in color. If you want to get
exactly like mine, you can copy the values. I will X code and
paste it over here. You can copy these values
if you want the same color. This is the code double
six, double 306. If you paste it over here, you
will have the exact color. Next, we can increase the
roughness because roughness is basically how much light it would reflect your material. Setting it to zero will make your material like
completely shiny. As you can see, it
is reflecting light. You can hold, shift and right click to move around
your lighting. You shift and right
click to move it around. Obviously, a tree bark
is like really rough. I will set this to maybe 0.8
Let's set this to 0.9 maybe. All right, next, everything
remains at the same, only because obviously a tree bark is not
really metallic. Now we can move on and
add another filler. Basically, this will be like some color variation
onto our part. Let's rename this to
color variation one. Basically for this I will choose a darker color for the wood. Again, I will copy based
code that I've set on. You can again, use this
one if you want to 2140. As you can see, this is
like a color of wood. Let's just set the roughness
value to 0.8 this time just so we have a
different variation with the roughness as well. All right, as you can
see it totally covers, you can enable and disable this or the opacity to
turn it on and off. You can see it totally
covers the layer below it. Now we will be using a
mask to like mask it out. Click over here and
add a black mask. And then click over
here, add a filler. We will be using a
texture go here in the texture menu of your shelf and search
for grunge leaks. This is the one that
I would be using, just drag and drop it like this. You will see something like
this appearing on bar. Obviously, it does
not look good at all, but we can set some things
up and make it look better. The first thing to do is
obviously we need to switch it from UV projection to
triplanar like this. Next, you can increase the tiling to make it
appear a little bit more. Maybe set this to seven. Yeah, that's a good value. You can also play around
with the contrast over here. If you increase the contrast, it will cover a lot more. And if you decrease it,
you can see it disappears. Then we also have that if
you increase the contrast, the edges would be really sharp. If you decrease it,
it would be smudgy. I will set this to zero, only we can increase the balance, 2.6 Again, I will select the
mask and add a filter to it. If you remember,
we will be using a blur slope filter to
make it like smudgy. As you can see,
this paint effect, this looks really nice
with the material. This is what I want to go with. Now what I will do is I will
just select the opacity and reduce the opacity to
maybe something like 50. That it is really light. Obviously, we do not want
it to be in our faces. Maybe I can set this to 60 all. Now I will add another filler. At this time, the
color variation would be like of
a lighter color. You name this two color
variation two again, let's set the base color. I will just copy the color
board and paste it over here. 8f61, 38. You can copy it again
if you want to. I will do the same thing, add
a black mask, add a filler. And use the same brunch leaks. Set this to try pain. What basically you want
to do now is first I will set the roughness to
maybe 0.85 Again, just to have a bit of variation, we could have easily copy pasted this layer and
just changed the color. But all right, I will select this and increase
the tiling once again, we can maybe go with
something like six again, add a filter and add
blood slope again, just reduce the opacity
to Let's try 70. You can see, let's try like 50. This gives our tree like
a nice stylized look with the different shades
of like brown. Obviously, as I said, I won't be spending too
much time with it. We will be creating like a
very simple looking material. Now what you basically
can do is you can add multiple
of these layers. Let's create another
variation layer. Set this to three again, let's just choose some color. Let's give this may
orange like this. Now what you basically
want to do is just change the grunge leaks
texture a little bit. Maybe setting the tiling
to something like five. Then you can also do
things like increasing the palansn, making
the rotation. We just give it different, what do we say orientations? Then you can play around with the opacity to
increase it too much. Obviously it won't
look that good. And we can set this to 30. Basically, that is
what you want to do, to add like different layers
and give it variations. I will be deleting
this orange layer because I don't like it. I will be going with these three only I think that's pretty good. Let's add some more layers. Aside from the color variation, I will add another fill layer. This time, set the color
to like a dark color. We can set the
roughness to maybe 0.7 This will be like
a dust dirt layer. Let's rename this dirt. Add a black mask once again, and this time I will be using a simple smart mask that
I used quite a bit. That is the dust occlusion. Basically it will
feel like dust and dirt in all the corners
and crevices of the model. You won't see right away, but if you like enable
and disable it, you can see over here
in these corners. Now we can select the
mask itself and then increase the dirt level
to make it like spread. I will set this 2.6 Obviously, this makes the tree look
a little bit dirty, but what I want to do is I will just decrease the opacity
once again from over here, so that it is not that visible. So, set this to 60. This way. I think we have like a nice bit of
look with the dirt. You can enable and disable
it and see if you want. You can increase the dirt
level even more to 0.7 Or no. I think 0.6 was fine. There are some more
settings as well. As you can see, if you
increase the grunge amount, the amount of dirt
that is like in between or not on the
edges would increase. I don't want that, I
will say this 0.5 only. We have the grunge scale, a lot of different
settings that you can play around here.
But I'm happy with this. Let's add one last
layer and this will be like I'll just show you
to mask out the edges. I will set the color to like something like light yellowish, A copy based color.
Just a second. I will go with this one,
something like this, add a black mask and let's
try using something like edges strong mask,
maybe edges strong. This one you can see how it covers your model
from the top side. We can play around with this to get like a nice
looking effect. As you can see it just
like cover the branches, making the branches a little
bit lighter than your bark, which I think adds a lot
of nice look to your tree. I won't be using this mask. Let's try edges strong. I think this one is much better. You can play around
with the global balance and you can see how it effects. If you increase it too much, it will start to
appear over here. Also, maybe said
this to let's strike A. I will set the contrast to putting
four something like this. Then obviously we don't want our branches to
look completely of this color because that
won't look that good. So I will again decrease
the opacity to more 50. Also give it roughness of 0.78 This looks really
good in my opinion. As you can see, we can again select this
duplicated once again, maybe renamed to edges two, change the color a little bit, make it a little bit darker. This time, play around with the mask editor to have a little bit of color
variation going on in the branches as well.
Just like this. As you can see, if you enable
and disable both of them, both of them add like a nice
detail to your branches. We can increase the
contrast with this one. Maybe as you can see, if
you zoom in over here, that's a nice bit of effect. Now, I'm pretty happy with
how the trees are appearing. Let's just hit Save. This is pretty much for
our stylized wood. Again, if you want to
like convert this into a smart material,
it is really easy. Let's just add a folder, select them all, drag and
drop them into the folder. Just a second. Okay, it work. Rename this to something
like Stylized Wood. I will add pos behind so that
I know it is of discourse. Then you can just right click
and create smart material. Then it will appear over here in your shelf and you can use it with any of the
materials that you want to. With this, we are pretty much done with the
park material. As I said, I won't be spending
too much time with it. Look around it closely. It gives off a nice
stylized look and I think it looks pretty
good. I'm happy with it. Now what we need to do is
before we actually export the material and the stream
models into real engine, we first need to
create the leaves. We will be creating the
leaves in the next lecture. Yeah, I'll see you there.
Thank you watching.
19. Adding Leaves: Hello and welcome guys. In this lecture, we will be setting up the leaves
for our trees. Basically, all we have to do is we have to create a bunch of planes and then just
copy them around our tree to create like
a clump of leaves. It is not that difficult, we just need to add a plane. Let's see, we can one
for the front view. Then press Shift plus D
to duplicate the plane, and rotate it like this to create something
like this shape. Then again, press Shift
plus D to duplicate it. Place it over here and
rotate it by 80 degrees. Place it over here, just like all of them are like
colliding with each other, creating like this
triangular shape. What I will do is
basically select them all the join them, then press Tab. Press one for the front few. Now I can edit them properly. Make sure to enable
x ray from over here available snapping and just place them like this, perfect. Also, it is not necessary
to create this shape. You can create any
that works for you. Even this also like rotate
them by 90 degrees, duplicate them three times, and then place them like this. Basically, wherever there is
a plate there will be like the leaf texture I found out like this one seem to work a little bit better and covered like
much of the tree. While this one looked
like a little bit weird, but yeah, it's still
worked pretty good. So you can use
whatever you want. I'll just delete it for now. Let's use this basically. Now what we have to do is let's
do this small tree first. Scale it down. Scale it up
the size of the leaves. You want to create
something around here. Now just place them
around the branches. Press and place it over here. You can press R two times to rotate it a little bit
more freely, like this. Now we have to do nothing, we just have to
press Shift plus D a lot of times to duplicate it. And keep on pressing like R two times to rotate it around, just so you can create like
a clump of leaves like this. Make sure to keep on pressing
1.3 to like view it from all different sides just to make sure
everything looks good. After we have created
like a bunch of them, what we can do is we can just
select them all like this. Hold control to select
the tree like this. Then you can just pressure to duplicate it and
then rotate it around again to create a
different orientation. And to create something like
this as I was talking about, we basically have to duplicate
them again and again. I will again, I shift, press the, displace
them over here. Seven pound. Insulate the modsplace.
Them over here. Have this sort of
tree shape to us. Again, select them from wherever you want in this
duplicate bunch like this. Now what I will do is I will just select them all like this. Make sure to again,
de select the tree. Then you can press
three and search for a command called
randomized transform. Select randomized transform. Basically what this will
do is it will give you this window that
appears over here. And you can change all factors. And they will randomize
all different things, like randomizing the location, the rotation, and the scale. Obviously, we don't
want to randomize the location of our leaves, but we definitely want to give them different
rotations like this. As you can see, we can give them some amount of degrees
in all of the axis. I will also give them
a different scale, like 1.21 point 2.1 0.2 Just so each one of them
has like a different scale. Right now, I'm happy with it. We can just export it to Un religion and
see how it works, and then we can
move on from there. Before we actually export it. The last thing to do is we need to select all of the leaves. Make sure to select
the hold control. De select your three, then press control plus J to
join this altogether again. Now you need to do the
same thing that you did with the grass as
well as the flowers. Go over here, make sure to
enable first press tab. It more enable normals
from over here. We need to press control and
apply all transforms first, then press Da,
select everything. Press plus N and
point to Target. Click anywhere
that just increase the value so that the
point exactly upwards. Just like this. And before we actually export them, let's select them both. Press seven for the top view
and make sure to just place them close to the
origin point like this. Now select them
both. Control apply all transforms. We
are good to go. We can export this
tree into union. Let's just export it like this. And let's just see how
it looks in union. And then we can
move on from there. First, I will select this and add leaves material to this. No, I think I will
just remove because we can create the lease
material in annual. In general, I will let the
park material stay over here. Lease material we will
be creating on our own because we will be
using instances of that. That's why I'm not
adding it over here. Now select it and go
to file export Vx. Now in your export folder, let's save it as one. I will disable active
collection from over here because these are in
different collections. That's why I will just disable active collection and do these
settings. Then hit export. So now open up your project and we can create
a trees folder. Now we're going to add import. And let's add the trees that
we just imported from Linda, or sorry, export from Linda. The export folder,
select the tree one and hit import all. All right, so it is here
in dragon drop into your scene obviously right
now it won't look that good. But let's first I will select this material and move it over to the
materials folder. Select here also. Let's go over there and
create a new material for our leaves in
materials, right? Flick and create a
material for leafleteral. All right, before we actually
create the leaves material, I also want to quick
export the material, the bar textures
that we created in substance painter so that
we can add them to our bar. Let's do that before, it won't take that long. All right guys, substance
painter has opened up. Quickly. Open up
your Bach material, then you can just
hit Control Shift and to export the textures, click over here and let's
select the path first. Over here in the
Textures folder, right click and create a
new folder as bark it. Make sure to select Folder
and select engine Four. Packed. Let's export them
as Targa in four size. It export. Wait
for the export to finish all guy, the
export is done. Now in your resources folder, open up the textures bar. Now we just need to drag
and drop them over here. Again, in the Textures
folder we can just select all three of
them and bring them in. Go to Material and open
up the bar Material. Where here, open it up. Let's just delete this.
Press control plus space. Again, select these three and just quickly plug them in
to the respective channels. If you remember, R
goes into amend, goes into roughness
and goes into metallic as I said again,
if you forget about this, you can go in the
output template engine four packed and if
you hover over them, R is for mixed, that cement is for roughness and
B is for metallic. All right. We have
created a bark material. Let's close this. Yeah, it
is. Appearing up over here. Again, I will quickly just add a tint so that we
can control it from the parameter four and create a parameter we can just
hold and click over here. This to bar tint, add a multiplier node, plug both of them in, and
plug it into the base color. Make sure to change
the default value to something basic like this, so that we can actually
see the material safe. Let's close this out and instead of using the
back material director, now I will right click and
create a material instance. Then we can select this and dragon drop the
material instance over here. Now when you open
up the instance, let's control the
tint from over here. Because I think
according to our, as you can see, it
is working, sorry. I feel like the Bach
material is looking a little bit too bright according
to our environment. So we can just quickly fix that by going into
suctions painter and just making the base color
a little bit lighter. Move the value up a little
bit for all three of them and also turn down the saturation
a little bit. Let's try this again.
It control shift ten E and hit Export. Now what we need to do, we would need to import them
once again, the textures. To do nothing, just
open up the textures folder and drag and drop
them. Once again, like this. Yeah, it has updated. I think that looks much better. Next is for us to
create a leaf material. Come back over here and open up the leaves material
as master material. All right, let's just
simply start off by holding down V and
creating a parameter. Plug this into the base color. Rename this leaf
underscore color. Basically, this will
be a leaf color. Let's give it a
greenish value for now. Okay, it's safe. Also, right click and
create a material instance out of this and just drag
and drop it over here. We already have
something like this. Even these trees look good, stylized like the
sky is the limit. You can create any time of like any type of art
style that you want. Open up the lease material and make sure to
enable two sided. If you enable that, you will
see the changes over here. It looks like a little
bit hollow right now, but when you enable
the two sided, it is less see
through right now. Don't worry. We can see that these little bit of weird edges.
Let's fix them. Now we need to do the same thing that
we did with the grass. Add a two sided sign. Plug this into a multiplier, into a normal hold three, and add this node. And just set the blue
value to one enter. And yeah, basically we
have to do this small set up for the normals
and again it's safe. All right, so as you can see, that fixed all of those
weird edges issue. Okay. I was just rotating this. Make sure to select this thing
and then select the bar. Then press control
so that they're grouped together and whenever you select like any one of them, they both get selected. And we can rotate them easily. It makes our life a
little bit easier. All right, so basically
what we have to do now is the thing that will improve
our material massively. Basically, we should be, again, using opacity mask the same
way we did with the F. Remember over here,
flowers in the textures, you'll remember
we had this mask. We will create a similar
type of mask for our leaves to mask
out from this plane. You'll understand
when we will do that. We will create a very
simple looking mask for the leaves and then we will use on this material making it like give the
look of the leaves. That will add a lot of detail to our environment as well as
a lot of detail to a tree, as well as adding
a little bit of weight to it that will
improve it a lot. Let's do that now. All right, for the leaf texture, again, if you will go in
your resource folder, in the Textures folder, you will find this leaf Alpha, just dragon drop it into
your underlined shelf. You'll find this very
simple looking leaf Alpha that I've created in Photoshop. We will be using this one. If you want to know
how I create this, it is really, really simple. Just go into Photoshop
quickly and I'll just quickly give you an
overview how I created that. Basically, there's quickly
create a new file, you can select 2048 by 2048. All right guys, now basically
just create a new layer. We can use the fill
tool over here, you can hold on it and select
the paint bucket tool. Basically just select
the black color and completely fill
it out like this. We can delete this background
layer from over here. Now simply just add a new layer, make sure to select
the color to white, and select the ellipse
tool from over here. You can see it has like
a very simple shape. Basically what I did was
drag it out like this. We have this, we shape now. Pretty simple. Press
control, Rotate out. Press control, and we again, selected, rotated out,
increase the scale. Place it somewhere around here. You can select them
both, Copy paste, give them a little
bit of rotation, change the size a little bit. Basically, that was it. I just rotated it a little
bit of times, created some variations
out of them. Basically, this is how I created this very simple
looking leaf texture. I encourage you to just
create some of your own. What you basically can
do is if you want to, you can use the one that I have provided you in the course. This one also looks pretty good, or what you can do is
you can quickly go to Photoshop and just simply
create your very own shapes. You can use this
shape or you can give it like a petal like shape as we did earlier
with the flowers. Use this, then come over here, select the convert point tool, give it like a petal like look. Selected. Press control
again, rotate it around. There are a lot of
different shapes that you can create very easily. This would look really
good basically. That is all I did. It is really easy to create like alpha texture for leaves. You can also find someone
Google if you want to. But yeah, you want to
create on your own, this is basically how I did it. Let's just create this
one really quickly. And we will use this one also so that you know the
entire process. Make sure to have
them like all of different sizes so that they don't look repetitive,
something like this. You also don't make
sure that they collide with the
edges because that would make it look a little
bit weird when you add it in your material in Un engine.
Make sure to remember that. Yeah, basically we are done. You can make them overlap
over here in between. It does not matter, but yeah, just make sure they don't
collide with the edges. All right, basically
that was it. Now just go to again file. And remember we exported
them as tag again. I will quickly do that
in the Textures folder. Only select aga from over here, and I will export
it as Leaf Alpha. Okay, I will also provide you
with this Photoshop file. Also if you want to
use it, says A Alpha. Okay? And let's quickly head over
to underline, close this out. Let's bring in the leaf
alpha two as well over here. Now let's see how we can use these alpha that we created
it with our material. Open up the material once again, the Leafs master material. Let's view it side by side. You can see currently
the opacity and the opacity mask
options are grayed out. We basically need
the opacity mask. If you remember, we did the
same thing with the flowers. Click over here and
in the blend board, check masked with that, it will make it visible. Press control plus space
and dragon rob the leaf. Make sure to right click and
convert it to parameter. That way we can use
it as a parameter and change the texture
within the instance. On rename this leaf Alpha. And plug this into
the opacity mask that only let's just sit save
and see how it responds. All right, as you can see, the leaf alpha is started
to appear on our plan. You can see it
looks really good. Now I will show you how we
can change it over here. Open up the instance.
Let's enable leaf alpha. And if you click over here and
select the leaf alpha two, as soon as you change
that, you can see it instantly updated over here. This way you can use
different type of alpha. You can create some of your own. I will be going with
this one if you want. If you're feeling like
the amount of planes that we added in blender
is a little bit lesser, you can go back
and add some more. Now we have added our beef. You can just rotate
it around and see how it looks. All right. You can also enable the leaf color parameter
and change it around and see it update over
here dynamically. So I think that's pretty cool. Still, our material
is not that complete. I will improve on the colors a little bit more
and also add the wind to it. But for this lecture, I think
this much is pretty good. We'll continue from
here in the next one. Thank you watching.
I'll see the next one.
20. Fixing a Small Issue: Hello and welcome
guys. So this is just a quick little video
to fix a small issue. I noticed with my textures that they were being imported
as virtual textures. And because of that, I think like some of the
things are looking blurry as when we bring
in the bark of the tree, you can notice that the
texture is not as crisp. I think we can fix
that really easily. Let's just go over to Edit
and the project settings. When you search for
virtual texture support, we have this enabled virtual
texture or texture import. We need to disable that now. Again, import our textures,
they will be fine. First we need to
delete them all, six of these textures, the
rock ones and the bark ones. Select them all and I will
delete them from over here. You can delete them for now. Then go over to add
import once again, just quickly bring
them in once more. The textures folder,
select the rocks, select all three
of them. Hit open. Now when they get imported, I'm pretty sure now the virtual
texture is not written. Another thing for these textures that the pack
textures over here, make sure to disable
RGB for them. Just do that quickly.
Make sure to always do that for
the back textures. Just disable RGB. Click on add again and bring in the bar again. Just quickly, do the same
thing for this, disable SRGB, it save, Now we need to fix the material quickly
in the materials folder. Open up your bark first, that's control plus space. And bring in these
three materials. You can delete these three,
the virtual textures, plug this into over here, plug this in the normal and this ammentic illusion roughness and metallic also make sure
for this particular texture, the packed one over here, the sampler type is currently
set to linear color. If it is set to color, just quickly change it
to linear color, then it would work properly. For these two, it would
be color and normal. All right, the only
things that do you need to remember is
for the pack texture, you need to disable
SRGB and also set back the sampler
type two linear color. Do both of these things. Now
when we we bring in the bar, I think the materials now, they are not blurry
and look crisp. Yeah, that is what I wanted. Let's do the same thing
for the rocks as well. I will set up the rock material quickly, close this out. Yeah, now I think even our rocks look a little bit better as
they look crisper. That is what I basically
wanted to do for this video. We'll continue working on our leaf material
in the next video. Thank you as watching.
I'll see the next one.
21. Creating the Leaves Material: Hello and welcome guys. Let's continue working
on our leaf material. I will open up the leaf master
material from over here. The next thing to do
is first let's hold 12 times and add two of the parameters for
specular and roughness. Roughness, I will set it to one, and specular can be set at zero. All right, the next
thing, as I said, currently the shadows look
like really harsh over here. Let's add something that we can like tone down these
shadows a little bit. For that we will be using
the missive channel. Now just hit right click
and add a fernald. Basically this node will
control our emission. I will just show you
what exactly it does. Plug this into a
saturate node saturated basically will clamp
down your value 0-1 so that it just stays
0-1 We will plug this into a multiclient hold three, or hold and add a vector
four and plug this in. This will control the color of the bottom side
or the shadows. We can name this as highlights. And then we will again plug
this into a multiplier. The reason we are again
plugging it into a multiplier so that we can
control the overall emission. Plug this into the emission
and this time hold one right click and
convert to parameter. Now let's double
click to rename this. This will be our emissive
strength for this one. Also, let's change the
default value to something. Or maybe we can
set to black only. We can change it in
the instance only. Also, let's copy
this parameter and plug this into the frenel so that we can actually
control the foe. This will be basically
the final exponent. All right, to exactly know what basically
this node is doing, you can right click over here
and start previewing this. Let's view this on a blade. Now let's change the color it, okay, Let's increase
the exponent. And you can see it basically
creates this circle. And when you increase it, the radius of this center
part would increase. I think it would be
better visible over here. This will control your penal. If you increase it like this, it will give you the emissive strength
around the borders. When you increase this
emissive strength, you will see it will
start to shine. Let's decrease this one so
that it is better visible. Yeah, right. And start viewing this node so that we can actually
view it over here. I think the emissive strength
is too much right now. Basically this is it.
When we change the color, you can see it will
spawn in our material. What it will do is let's just stop viewing this and view it in our material will be much
better explained over here. Let's just set this to zero. I will also set
the color to black only also set the miss
strength to zero. For now, wait for it to save. Close this out, and let's
open up our instance. Let's say we first set this to, let's set them both to 1.1
Give this a lighter color. As you can see, it will overall lighten the color of
your tree this way. I think it looks much, much better than something like this, as it looks like really harsh. You can give this
like a light color. As you can see, if you
set a greenish color, it will overall give
it a nice look. Obviously, we cannot go to
overboard with this also. Then you can play around with the emission value to control the lightness
and the darkness. You set it to completely zero. As you can see, it
is really dark. Setting it at something like 0.5 or something like
that would be nice. I don't think changing the fl exponent around too much will give
us nice results. We can put this at
one only for now. I think this way
artery looks much, much better than
it looked earlier. As you can see, it is
really dark this way. But is way I think it looks a little bit less
harsher on your eyes. Also, I will arrange
of this a little bit better so we can select
all these parameters, this one and put
this into a group. Name this group as color that we know that all these
values relate to the color, the emission, the flannel, the leaf color, and
the highlights. All of these ones go into the color group so that we can view them all
together over here like this. You can play around with both
of the colors a little bit more to give it the exact look
and feel you're going for. But yeah, let's work
on that later on. First, let's add some more
things to our material. The last thing to
do is basically, currently the tree does not
look like really fluffy. We can add a mechanism to control the size of
all these billboards, all these planes. We
will do that now. And also we'll add to our seat. Just open up the
master material once again and for this also, right. And add simple glass wind hold one and add three
parameters like this, right? And convert them all to
parameter lock this in. Let's put all three of them
again in the same group. Real, this group blue, wind intensity, this is a wave. The last thing is wind speed. Basically, this is the
simple set up for unit. I will set the default value
to 0.3 All right guys, as I was saying that
we need to set up some kind of way so
that we can just adjust the sizes of these planes
or these billboards that are our leaves so that we can make the tree look a
little bit more fluffier. And we don't have like these
annoying spaces in between. For that, we need
to set up a set of nodes over here in the additional world
position offset channel. And honestly, even I don't
understand that well, that what is going
on with these nodes, it is like some complex math. Please just for this part, bear with me and follow
what I do exactly. Because even a small mistake can mess it up or soil start. So the first thing
to do is let's come around over here,
a coordinate node. Right click, add texture
coordinate node. This will basically go
in a one minus node. One minus node is used
to like flip your nodes. And then this will go
into a multiply hold one and plug in this over here and write a solid
constant value two. Then again, we'll subtract again hold one and bring this in this time constant one to
subtract it from over here. Then we need to
again multiply this hold two this time
so that we get a vector two node This time type in minus one over
here and one over here. We need to multiply
by -1.1 and then append the vector with a zero. As I was saying, it is
like some complex math. We need to multiply, subtract again and again. Now transform this
vector transform, make sure to change from
camera space to local space. Then we will normalize this output and plug this
into a multiply over here, you can hold one and convert
this to a parameter. This will be basically
your billboard size. We can set this at zero only. Again, transform this this time from local space
to world space. As we received the input
from local space over here, we'll convert it back to
world space selected. Over here, local space to
world space, select them all. And I will move it over here. Over here, right can search
for vertex normal S node. Plug this into a
multiplier over here. We can just hold one and
set a constant value of one over here, log this in, then plug it into add node, plug this transform
vector over here. Then finally, the last node, we have this multiplier node. Again, hold one and right convert to parameter
and this will be your billboard scale that will control the
overall scale of the Billboards. Now plug
this in as well. At last, this goes into the additional world
position offset. As I said, it is like a
bunch of complex nodes. So just make sure to copy me exactly and do not like mess
up any of these values. Now just plug this into the additional WP and the result will go into
the world position offset. With that, we are
pretty much done. I will select these two
parameters and put them into a signal group that will be of billboards and then just hit. Let's close this out and
see how well it works. I will open up the
material instance now, when you enable these two, increase them a little bit. First, increase the
billboard size. As you can see, when
you increase it a lot, trees look now really fluffy. As I was saying, you can now control the
overall scale of them. Let's set this to something
like 50 and you can set this 2.5 As you can see, that makes that tree
look like really fluffy. If you disable
these two, I mean, it still looks all
right without them because I think added
like a lot of leaves, but with the addition of them, it looks really nice. I think you can increase
this to even further extent, make them look really nice. But I think increasing
it too much will increase the size
of the leaves a lot. I think setting it around
here looks pretty good to me. Somewhere around
here, I will set this 2.9 Let's try this at 40. Let's strike 0.8 Also,
let's set up the wind. Currently it is
like low increase all of them a little bit. I think wind weight
can be at 0.3 only I will increase this to 0.5 This can be 0.8 Let's
increase to one. I think that looks
pretty good to be. Let's close this out
it through our camera. Once I think our tree is starting to look
really nice right now. You can press control L and
move around the lighting and see how work with the tree. Tree is really nice right now and place it around in your
scene wherever you want. Yeah, basically that was
the tree creation process. We also have one
more tree to create. We need to add the
leaves to that as well. But now our work would be
really easy as we can just add this tree leaves material and it would work instantly. Major part of our work is done. Another thing that I want
to check is if we like disabled two side it will
the material look better? With that, I'm not sure. I will just disabled
two side it and see it basically looks almost the same to me even
with two sided disabled. So let's just keep it disabled. It's totally up to you. I don't think it made
a lot of change. We can see some parts over here. Let's just enable it back on. I think that tree
would look more filled out with
two sided enable. Yeah, as you can see, we can move around
the lighting a little bit to better hit the shadows or we can just
adjust them from over here. As you can see, if you increase
the emissive strength, the shadows will
become a lot lighter. Let's try setting it
at bun, only for now. And also selecting the high
lights color and making it, I guess, a little
bit greenish only. We cannot make it to light as it starts to affect
the whole tree. I think the earlier
color was fine. I think I'm pretty
happy with this. The trees look really nice. I think this much is
it for this video. In the next lecture, we will finish up with the second tree as well and add
that to our thank you as watching I will
see in the next one.
22. Creating More Trees: Hello and welcome guys. So in this lecture, as I said, we will be working
on the second tree that we had in blender. We will be adding
leaves to it and we'll export it
into a new engine. I doubt that I will be
actually using it in my scene. But yeah, let's create
it for the sake of it. Also, a couple of things
that I want to discuss. Before starting, I switched up the position of my
trees a little bit. I like increase the scale of it and placed it over
here in the center. Not in the center exactly, but like around
here to my camera. To create like a focus
point for an object, I also placed like
this one tree, like a little bit far behind, so that looks smaller. Basically, this will be like my like simple set
up for the scene. I won't be adding
like too much trees. Maybe I will add one more or two more here and there,
but not that much. Yeah, three or
four or two trees, even that would be
the limit for me. I want to keep like the
scene relatively clean. In my opinion, this
looks very nice. The composition feels good. If, yeah, I come up with
something good later on, yeah, I might change it, but for now, I think
this is pretty good. Also, I switched up on
the colors a little bit. We had this color
like earlier on. I think this also
looks pretty good. But yeah, we have this also. As you can see, you can create different variations
for the trees. If you want to copy the
colors that I have used, you can just use these
values from over here. Also, I will be providing
you with this project, so you can copy the
material from there, but if you want to
see the colors, you can check over here. Also with this, you
can create like really nice looking
variation of trees, like let's say, create
a material instance. Let's rename this too. I
will rename this something like red so that we can
make a color instance. Dragon pero. Let's change the leaf color
something like this. Right now it won't
look that good because the high light
color is set to green. But when you change
the high light color also to like a shade of red, you can see how good
that color looks. This way we can create multiple variations of different colors. This looks pretty good to me. Let's just again, right
click material instance. Maybe this can be like
pinch and and Robert again over here and this time
give it like a pink color, like cherry blossom type. Yeah, see this
feels really good. We can see how easily you can customize these materials
and create like different looking trees with just like a little bit of
tweaks here and there. And I can go on and on, create different trees and materials can create
maybe a white variation. Let's see how that looks. This is white like
with a hint of pink. We'll go over here completely and you can see we have a nice
looking white free. But as I said, you can play around
with these things. Experiment, however
you may like one. Another thing that I just now discovered is if you remember, we used the screen
space reflections in the post process volume to get rid of some weird
artifacts going on. It didn't really change
that much of our lighting, that's why we went
to screen space. But I just now remember that the trees work a
lot better with lumen. You will see, as soon as
I said this to lumen, you'll notice how the
trees improved massively. We'll look over this one. If I said this screen space, you can see how dark it
looks and this one as well. But as soon as I
said this to lumen, you can see how
well they lit up. We again have these
artifacts here. They are very
faintly noticeable. I don't even think you can see them in the video that way. But look like this shimmering
going on over here. It is not that much,
but it annoys me. That's why I said
this to screen space. Because with the grass
and the foliage, it did not matter. But with the trees, we can definitely use this
nice lighting of lumen. I think that looks really good. I will be going with lumen
only for the rest of my scene. I suggest you to do that. Also, I kind of feel
like the leaves for this particular one
feel a little bit too big. This one looks all right
as it is a bit far away. So we can just select
this green material, create another instance of
the same green material. Drag and drop it over here. And let's try creating a
little bit smaller billboard. So if I decrease it to
something like ten or 15, I don't think it
looks that good. It looks pretty bad. Let's try setting it at 40, only for now. And try decreasing
the Billboard scale. Let's set this to 1.5 and
then decrease this to 30, 25. Maybe I will compare this
quickly to 0.8 and 40. These values look a
little bit better to me. I will be going with them. Yeah, we can weak around
things as much as we want. This is like never
ending type of stuff. You can play around with the colors and wind
and things like that. It takes up a lot of time, but things like these add like
value to your environment. This is pretty self explanatory, you can play around with
your own environment, experiment with whatever
things you like. Let's just continue on with the main part of this
lecture to create history. I doubt that I will use it, but let's just create it. I will hide these two for now. Let's bring it over
here in the center. Now let's just start by
adding a plane staff. Make sure to just
duplicate it two times and create this
house like thing. I will join them all. Control
J to join them together. Stab or the edit mode. Make sure to enable x ray. Let's just quickly set them up. I'm sure you know
the process by now. We won't be ting, too precise with this
11 Thing that I do want to mention is
you need to make sure that when you enable
face orientation, you see the blue
color over here at the top and over here,
this face as well. Make sure the red is
facing downwards. I did not discuss
this earlier on, but make sure to do that if
the red is facing this way. For any of your faces press
tab to go into the edit mode, select that particular face, press shift plus N and then
enable inside it will flip it basically right now if let's say have
it red over here. I will select this
face press shift N and then flip it like this. Now just select scale it
down, place it over here. We can disable face
orientation over here. For now, let's start placing
this around our branches. This one has a little
bit more branches, so it might take a little while. I'll try to be quick. You need to just basically
duplicate it again and again. I mean, I just make sure
to cover it properly. Let's select all of them now
the shifts deal and wecated this way in select all of them and just move them
to the different branches show you have been facing
them correctly and not just they're not like
flying around in the air, you're pretty much done with it. If you'd like select out of it, you can just press undo to come back to this
selection so that you can select that particular
piece again and duplicate it. Or you can just select any
of the pieces from our hair. Will control Deeslenter tree
and then duplicate them. That is also possible. I will just use this one only. Maybe we are done. I think we
don't have to do too much. Let's place some around here. I think this is pretty good. Look over in the
face orientation, it should somewhat
look like this. The blue color should be
facing towards the top. We will have some of the reds. But yeah, it shouldn't be that much as it is basically
a plane only. I don't think it would matter that much in under
engine because we will be after all
enabling two sided. But let's just make sure that still the select
randomized transform, I've already it for it. Again, randomized
transform selected. And just add a bit of
degrees here and there. Change the scale
up a little bit. As you can see,
I've already done it as I was testing things out. Yeah, we did this
with the last tree. Also, you need to
do the same thing, add a couple of degrees
of rotation on the axis, and add a scale
of 1.2 With this, we are pretty much good to go. You just need to select it all. Press control and
apply all transforms. Make sure that it is placed at the center first or
at the world origin. Now just select all of your leaves and then make
sure to deselect the tree. What is happening just a second. Oh, the reason it
is happening is the origin point for all of
them is placed at over here. So that's why it is
getting de selected. I will just hide the tree
for now. Select them all. Press control, you to join them. A plus H, it will bring
all of the things back. Just disabled. I don't even know which one
is which exactly. We don't want this.
Okay. These two things. Yeah. Selected press
staff, pres control the press Alt plus N
and point to Target. Click anywhere And just
point it upwards like this, It should look somewhat
like this. Select it all. Save it and go to
file export Bx. Then select 32. You can
just name it as 32. And then hit Export. Now under engine in
the Trees folder, let's quickly bring
in the new file that we exported it
open, Import, all. I think the bark material
would also be imported, but we can just remove this
as we've already created it. Now, drag and drop
them both over here. Go into materials and
dragon the bark instance, then dragon Rob leaves green. As you can see right away,
it looks pretty good. It works with our
cree perfectly. This tree looks nice. You can select them both,
press control to cook them. You can move it around,
place it anywhere you like. Make sure to also play around with the scale and the
rotation of your tree. That's really important. Make sure to increase the
size of some of the trees. You can duplicate them. And then decrease
the size of the, rotate them as even this one and this tree are
completely same, but I just decrease the size. And I rotated a little bit
like even rotating the tree, we'll give it like a
completely different look as it will look like
different from all angles. You can just rotate it around. As you can see, these two trees look
completely different. Yeah, as I said earlier, also just play
around with things. Place them around. See what
fits best with your scene. Play around with the
composition and everything. Okay, this thing happened again. Don't worry, we just need
to select this thing. Come over here in
the base color, switch it back from
height to base color. And I think that should fix it. Yeah, maybe I can try
to place this to. One thing that we
should do by now is we shouldn't let Dragon drop the material
again and again. We should just open
it up and by default change the material
from over here so that we don't have to
do it again and again. It will save us a lot
of time for this one. We can select the leave one, the green one, so that the basic one. Yeah. Remains there. And then we can change
it later on if you want to. Yeah, perfect. Let's try using this one. I will find these two. This one for now. As I said, we just move it around
while moving so fast. I think because we are
currently in the camera, that's why it is happening. Let's come out of the camera, place it right over here, just at the back of the, maybe increase the
size a little bit. Let's view through the camera. This one also does
not look that bad. I think that looks
pretty good to me. Yeah, let's just go
with this one on. Maybe I will decrease the size. This looks pretty good to me. As I said, you can keep playing around with
things and you will find different
compositions. I think you look pretty good. As I said, keep experimenting. Said that a lot of things. I will now save it and I won't be doing
too much with this. We have pretty much
done with our course. We have covered all the things. Next lecture would be
probably the last lecture. You would like to take a couple of high resolution screenshots. I will show you how you can take portfolio screenshots
in religion, as well as we will
create a couple of animations with
camera animation. Simple pan and zoom
camera animation. I will show that.
Yeah. With that, we will finish with the course. Thank you guys, watching. I
will see you in the next one.
23. Capturing Portfolio Screenshots and Animations: Hello and welcome guys. In lecture, let's take a
couple of screenshots of our environment and create like one or two animation
camera animations. Very simple to take like a high resolution screenshot
from Unreal Engine. You just need to go
over here first. You need to set up your view, Like the view you want
to take the screenshot of I am currently piloting
inside the camera. Then after you do
that, click over here and just select high
resolution screenshot. You can also choose
the screenshot size multiplier like you
can increase it a lot. As you can see, if you
increase it too much, it can cause your graphic
drivers to crash. I have never went
above two myself. Let's just select
to and hit Capture. It might lack for
a little while, but this will appear over here. Just click on it. Now over here as you can see your
screenshot has appeared. This is really simple way to take screenshots
in under engine. Now what you can
do is basically, let's just say you
duplicate your camera. Just control the, duplicate it, then right click and
pilot it once again. Move it around and find a
nice little different angle. You can turn off the things you don't want in your new view. You can maybe like
place it around a rock. Now it's totally up to
you how you want to place around with things and place
around different cameras. Like let's say I place
something like this. Then you can also select the camera and play
around with the focus. Let's say I draw
deep focus plan. If you bring it too close, as we can see, everything
would be out of focus. But as you keep increasing it, you can see currently this
rock is in focus and rest, everything is out of
focus, that's why bloody. And you can see this small
artifacts going on over here. This was the thing that
I was talking about, being caused by lumen right
here it is very noticeable as you see if I select post process and set this to screen space, you will see they
totally disappear. But, but now arteries
don't look that good. Let's just go lumen only we
can put up with these things. Maybe when I increase
the focus of the camera, I think this would
improve a little bit. Enabled Brody book focus plane. Let's place it
somewhere around here. You can set up like different
views for your camera. Let's say I take
another high resolution screenshot on this capture, we'll open up over here, you have your screenshots. In the screenshots, we
cannot really notice that artifact of the
lighting in the video. We might, but over here it
is not that noticeable. It looks all right, This
was the way you can take a couple of screenshots for your
portfolio of the environment. Another thing is how
we can create like small little animations
so that we can showcase our graph moving
and things like that. Do that, what you need to
do is just go over here, click on here, and select
Add level sequence. This dialog box will
appear up, right click. And let's create a new folder
with the name sequences. Open it up, and this can
be number one, save. Now this thing will appear up. Just make sure to close your content browser so it
gets a little less messy. Now let's select the
first camera over here. Then you can just
select this camera, and drag and drop it
like this over here. Now we are currently
recording with this camera. Let me go over a
couple of things. If you haven't used
this like this thing, basically these are
your frames over here. The animation will take place. You can increase the length
of the animation by dragging this out like this and
increasing this as well. You can move around
in here using this. You can also hold
control to zoom out like control
and scroll wheel. Let's say we increase the size of the animation till here. Let's increase it this much and then we can adjust later on. All right, now what
you need to do is, let's say we just want to create a simple animation of
the camera moving in. We can also adjust the
FPS from over here, but I will just go
with 30 FPS on. Now, adjust the
movement of the camera. What you need to do
is because we want the camera to move in into
our Sat in the first frame. I will select the transform over here and just
click on here. When you click on
this like this, a new key frame would
be added over here. And now when you move
over to the end, let's say I zoom it a
little bit over here. And then add another key frame. You will see a simple
animation is created. You can press space to view
it and you can see how the simple animation
also looks pretty good with our environment
to showcase it. With this, you can
do multiple things. You can change around
the focus as well like changing the
focus settings. Let's say add another
key frame over here for the focus at the end, I decrease the focus by a lot and add a
keyframe once again. Now you will see
the focus will all start to change with
the camera moving in. As you can see, things went
bloody, slowly and slowly. Obviously, we don't want that. I will delete both of these keyframes like we just want this
simple animation of the camera moving around. Our focus has changed. Select the camera over
here and increase the focus to maybe somewhere
around trees like this. All right, I'm pretty
happy with this animation. So let's see how we
can export it out as a video so that we can
actually use it for that. You'll see this icon over
here, render this movie. Click on here and this
dialogue box will pop up. You can change the
settings over here. As you can see the format, we have the AVIP JPG
for video format. You can select the ABI audio, we don't have any
audio actually. You can also choose the
frame rate over here. You can choose a custom
frame rate if you want to, but let's just go
with 30 FPS only. Then we also have
the resolution. Currently it is set
to low resolution, Maybe we can increase
it to full HD. We also have four resolution that would be too big
for our environment. You can also select
a custom resolution. Let's say I go with
something like HD 25, 60 by 14 Forten. Then we also have
compression over here. We do not want to use compression,
we will disable that. Compression will
basically decrease the quality and the
size of the video. We don't want to test quality. Yeah. Next is the output
directory over here. It would be saved in
your project only. Wherever the screenshots
were being saved, it will be saved over there. I don't want to change that
the rest of the setting, we can just set them to default only and then hit Capture Movie, hit Save, and wait
for it to finish. It will take a little bit
while all right guys, the video capture
process is done. You can open the capture folder. If you go back,
you will see over here in the saved
folder of your course, you'll also find
the screenshots as well as the video over here. We have right away a couple of problems with this
as you can see. One thing is that we can
see everything at once. The things even we hit them. They are also visible
as all the clouds are visible along with all
the trees that even I hit. Also, it is lagging
up a little bit. The reason for that is
because the size of this is too large for that. What you need to
do is you need to take this into a
editing program, like maybe Premiere Pro or something like that,
and edit it out. And then export it to MP four. And then it would
work just as fine. Yeah, you have to do
that on your own. Just find a simple editing
program for you and take this video into that
and export it as MP. Then it would work just as fine as far as this thing goes, that currently we
can see everything, even things we are hiding, we can see them in the video. For that, there is a
simple fix that we can do. Let's close the sequencer
breast control space to bring the content browser simply just duplicate
this level, right click, and
duplicate this level. Now in the duplicated level, I will just simply delete
all the things that I don't want to use to open it up, save wait for the duplicated
level to open up. We will dock it in layout
and we can see the grass is weird selected over
here in the base color. And make sure to place
the virtual texture because in the new level
it is not anymore. Select the base color, set bounds, the height as well. Height and set bounds,
it would work perfectly. Let's say I didn't want these
clouds and these as well. I will just completely delete them because we don't want
them to appear in our video. I will also delete this tree. I will also delete this straw. This was the basic
scene that I was going with in the last level. Now I have deleted
all the things that I didn't really want. Now open up the sequence once
again that we just created. This sequence won't
really work because it has the camera of
the last level. Basically, we can just quickly go over here and add
another level sequence. Aim it as to save, just quickly drag and drop
your camera into here. Now do the same thing. Displace your anchor over
here at the first frame. Add it, transform keyframe, and move it towards the
last zoom in a little bit. And add another key frame and your simple animation
would be created. We can increase the size
of it if you want to. Also make sure to
remember that you need to move the key frame as well
at the end like this. Now basically our animation
should work just as fine. So quickly click on the render. I think we don't need
to change any settings as all the settings are
of the earlier sequence. Only hit capture movie and
it will start to capture. Once again, we all can se, all right guys, the
capture is done. You can open up the capture
folder and now we have our new video pot. With this, you can see
there are no problems. We cannot really see any of those hidden objects
because we deleted them. Just the video is lagging. So as I said, you need
to use a editing program to just bring it in the editing program and then
convert it into MP four. It will be really
simple. You can watch a simple Youtube
video for that. All right, Next you can
select the second camera, maybe like this, and
create a new sequence. Add a level sequence,
name it as three. Save this time, dragon
drop the camera two. Let's say again, I click
on here on the transform. This time instead of zooming, I'll just pan it to
the right like this. Create another very
simple animation. Again, I will just
increase the size of it to make it a
little bit slower. I mean, the length
of the animation. Okay, we can increase the
length of it from over here. I was wondering, we cannot
really go towards the end. Yeah, this works a lot better. Let's increase it till here. Make sure to place the
key frame as well. Now when you play it, it
will appear a bit slower. If you want it even more slower, you can increase
the length of it. But again, I will just
hit Render and Capture. All right, the capture is done again. You
can check it out. Over here we have
this video over here. As I said, you can
convert them into simple like online or with
some editing softwares, and they would work
just as fine that way. It will be much smoother
so you can use them with your portfolios that we are pretty much done
with our course. We exported out all
the screenshots and a couple of videos
as well in this video. Now I would suggest you guys to add a little bit of your
own touch to the environment, creating some more
things to fill it out, or playing around with the
colors and things like that. Placing a different foliage, creating your own foliage, creating some various
different trees to add on the environment
a little bit more. All right? Yeah. With that, we had done I hope you guys
learned a lot in this course. Thank you. Watching I will
see you the next one.