Creating Post-Apocalyptic 3D Game Environments in Unreal Engine 5 | FastTrackTutorials | Skillshare

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Creating Post-Apocalyptic 3D Game Environments in Unreal Engine 5

teacher avatar FastTrackTutorials, Premium 3D Art Education

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction Trailer

      3:15

    • 2.

      01 Going Over Our Reference And Planning

      18:38

    • 3.

      02 Creating Our Blockout Pieces Part1

      31:06

    • 4.

      03 Creating Our Blockout Pieces Part2

      18:27

    • 5.

      04 Setting Up Our Blockout Pieces In Unreal Engine 4 Part1

      35:05

    • 6.

      05 Setting Up Our Blockout Pieces In Unreal Engine 4 Part2 Timelapse

      15:17

    • 7.

      06 Turning Our Blockout Into Final Meshes Part1

      22:45

    • 8.

      07 Turning Our Blockout Into Final Meshes Part2

      25:32

    • 9.

      08 Turning Our Blockout Into Final Meshes Part3

      28:39

    • 10.

      09 Turning Our Blockout Into Final Meshes Part4

      22:12

    • 11.

      10 Turning Our Blockout Into Final Meshes Part5

      35:10

    • 12.

      11 Placing All Our Windows Timelapse

      9:57

    • 13.

      12 Doing A Quick Lighting Pass

      17:24

    • 14.

      13 Creating Our Concrete Master Material Part1

      23:07

    • 15.

      14 Creating Our Concrete Master Material Part2

      15:41

    • 16.

      15 Creating Our Concrete Master Material Part3

      24:46

    • 17.

      16 Creating Our Concrete Master Material Part4

      21:52

    • 18.

      17 Creating Our Concrete Master Material Part5

      30:07

    • 19.

      18 Exporting Our Materials

      7:15

    • 20.

      19 Creating Our Uv's

      25:17

    • 21.

      20 Creating And Applying Our Materials In Unreal Engine

      25:40

    • 22.

      21 Improving Our Scene Materials

      26:11

    • 23.

      22 Uv Unwrapping Our Windows

      19:29

    • 24.

      23 Creating Our Window Textures

      28:21

    • 25.

      24 Polishing Our Scene And Material

      19:30

    • 26.

      25 Creating Our Decals Part1

      26:01

    • 27.

      26 Creating Our Decals Part2

      27:59

    • 28.

      27 Creating Our Decals Part3 Timelapse

      15:39

    • 29.

      28 Balancing Our Scene

      7:05

    • 30.

      29 Creating Our Ground Plant Part1

      25:00

    • 31.

      30 Creating Our Ground Plant Part2

      39:11

    • 32.

      31 Creating Our Bush Plant Part1

      25:58

    • 33.

      32 Creating Our Bush Plant Part2

      28:48

    • 34.

      33 Creating Our Bush Plant Part3

      12:28

    • 35.

      34 Creating Our Plant Part1

      23:45

    • 36.

      35 Creating Our Plant Part2

      8:29

    • 37.

      36 Creating Our Small Grass

      25:36

    • 38.

      37 Creating Our Tall Grass

      14:51

    • 39.

      38 Creating Our Tree Part1

      33:40

    • 40.

      39 Creating Our Tree Part2

      19:11

    • 41.

      40 Placing Our Foliage Part1

      29:18

    • 42.

      41 Placing Our Foliage Part2 Timelapse

      6:53

    • 43.

      42 Doing Another Lighting Pass

      32:34

    • 44.

      43 Creating Our Ground Material Part1

      25:28

    • 45.

      44 Creating Our Ground Material Part2

      25:59

    • 46.

      45 Creating Our Ground Material Part3

      21:31

    • 47.

      46 Creating Our Ground Material Part4

      27:08

    • 48.

      47 Creating Our Ground Material Part5

      42:53

    • 49.

      48 Setting Up Our Terrain Material And Painting Textures

      30:27

    • 50.

      49 Polishing Our Scene

      28:53

    • 51.

      50 Polishing Our Scene Part2

      25:44

    • 52.

      51 Polishing Our Scene Part3

      26:00

    • 53.

      52 Tutorial Closure And Info

      6:49

    • 54.

      53 Bonus Adding Broken Windows And Balancing Decals

      4:40

    • 55.

      54 Bonus Adding Megascans To Our Scene

      13:02

    • 56.

      55 Bonus Creating Corner Damages For 3D Assets

      30:23

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About This Class

Post-Apocalyptic Game Environment - In-Depth Tutorial Course

Learn how a professional environment artist works when creating environments for games. You’ll learn techniques like Modular Modeling, Procedural Texturing, Unique Texturing, Decal Creation, Composition, Level Art, Lighting – and much more!

MAYA, SUBSTANCE AND UNREAL ENGINE

All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and Substance Painter, and they will be previewed in marmoset toolbag 4. The foliage will be created using a combination of Maya and Speedtree and the level will be built in Unreal Engine 4.

In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.

21 HOURS!

This course contains over 21 hours of content – You can follow along with every single step – The course does inclose a few small time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.
We will start by creating our blockout to make sure our modular pieces work and that the composition is correct. We will then turn these into final assets. Along with the final assets, we will create our procedural materials and unique textures. We will bring it all together in UE4 and start creating and placing our decals. we will finish things off with our first lighting pass and then draw focus to our foliage. where we will use Speedtree and Maya to create multiple types of foliage. We will bring the foliage in Unreal and place it, add general improvements to our scene and paint our terrain. Finally, we will finish off with some bonus chapters on how to use Megascans to push your level even more.

SKILL LEVEL

This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya (but can be replicated in Blender & 3DS Max), Substance Designer/Painter, Speedtree, and Unreal Engine 4– Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs.

TOOLS USED

  • Maya 2020
  • Substance Designer and Substance Painter
  • Speedtree For UE4
  • Unreal Engine 4
  • Marmoset Toolbag 4
  • Photoshop

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.

Meet Your Teacher

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FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

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Level: Intermediate

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Transcripts

1. Introduction Trailer: In this tutorial course, we will go over on how to create a post ecalyptic game environment from start to finish. This course will be almost completely in real time. We will only use time lapses for very repetitive functions. Next to this, we have also included a few bonus chapters at the end of the course on how to push your environment even further using mega scans by adding a few smart props like barrels, road barriers, and some rubble. Some of the key points in this tutorial course are the following. How to create modular assets in a smart way to create large environments with little work. How to create procedural materials and decals to cover a large range of variation, how to create foliage for games, how to do environment level art, composition and lighting, and how to think like an environment artist. For the Tweety modeling, we will be using Maya. However, I will be using universal modeling techniques. This means that you are able to follow along with the modeling in this tutorial using any standard tweet application, like, for example, Blender or three years Max as long as you know the basics of that program. For the foliage, we will be using a combination of Maya and speech. Then for the textures and materials, we will be using substance designer and substance painter to build our environment, we will be using unreal engine four. Now we will also make use of Photoshop and ZBrush, but these programs will be less important within this course. We will start this course off by creating a blockout for our environment to make sure that our modular pieces work correctly and that we can get the composition we want. We will then turn this blockout into final assets and we will create procedural materials and unique textures to go along with these final assets. We are then ready to set it all up inside of Unreal engine four. Once it is set up, we will do our first lighting pass and we will create our decals and place them on our buildings. And once this is done, we will draw focus to our foliage, where we will be using Spetre and Maya to create some ground plants and grass, some bushes, and a tree. We will go over on how to place this foliage in the correct way in unreal to get the composition we want. Then we will go through multiple improvements on our environment like doing another lighting pass, adding small details, polishing our scene, and painting our train, and many more things to get at the end result that you see in the promotional images. Finally, we will anticipatory off with some bonus videos on how to use mega scans to push your environment that extra bit within a short time. This course will include all the source files, including the Unreal Engine project, except for the actual mega scans assets. After following this course, you will have a very good understanding on how to create large post apocalyptic environments and many other types of environments and props. This course will mostly focus on the bigger picture, so to speak. If you're interested in much more in depth prop modeling and texturing, then I would recommend to have Look on a store as we have courses that cover this exact topic. 2. 01 Going Over Our Reference And Planning: Okay, welcome. So first, what we're going to do as always is, we will go over reference because there's quite a bit to talk about. So I got these reference image over here. Now, unfortunately, because these reference images are from a commercial pack that I bought, I'm not allowed to actually include, and I'm allowed to show them, but I cannot literally give them to you because that would be reselling almost, something like that. So I will go over these reference images slowly, all of them, and then you can just, like, pause the video if you ever need to go back to them. So basically, these are the reference images. I'm using pure Rf, but honestly, you can also, of course, you cannot see that. There you go. You can also, of course, just use normal Windows view, which I often use. I only recently started using pure Rv because it's at least for Dorios I only recently started using it, but it's quite nice. So if we go to this one, this will be our main reference. Now, as you can see, there's actually quite a bit here. It might not feel like a lot, but there is quite a bit here, and that is the thing with this tutorial course. We need to handle this very, very smartly because since it's a tutorial course, I cannot spend 100 hours making a hyperrealistic environment. That's just not feasible. So I need to play it smart and to still get a really cool effect while teaching you all the techniques needed to even take it step further. Gus this, we are going to use a few things. We are going to for the buildings, use a modular workflow. This means that we are going to make, for example, the windows, the walls, everything in a way that we can reuse it a lot. Now, the second thing is, of course, yes, we are going to make some foliage. So that's no problem. That's just something we do inside the speed tree. It shouldn't be the most difficult thing. Although I will just do some prototyping just before I start recording to make sure that I can get it exactly right. Materials, not a big deal. We are going to just make, like, Well, of course, we are also going to make the concrete materials, but the nice thing is that we can reuse a lot of stuff. So modular pieces, of course, we can reuse, but also materials because what we can do is we can make a ground material, and then we can make a concrete material, and we can immediately use that concrete and slightly adjust it make a concrete tiles material, some color variations on that, and maybe also like a more rougher material. And then, yes, the wood, I'm sure I might try to save some time by doing the wood inside of substance paint. Just because I don't really feel like making an entire tilable material just for the wood, but we'll have to see about that. That comes way later. So first of all, I want to focus just on the modeling. I like to do my vimins in stage, basically. I do, of course, have an idea of what to do, but I'm first going to focus on this. So this is going to be our main reference. Now, another few things is that we are going to gamify it a little bit. Right now, reference, it has a really nice silhouete. As you can see over here, it goes down, up, down, up, down, up. So that's quite a nice silhouette to have inside of games that there's a lot of difference. However, the thing is that they all feel very flat, which makes sense. So what we are going to do is, yes, over here you have this broken piece, but this will feel a little bit out of place inside of a game environment. I will feel very random, even though it is here in real life. So instead, what I'm going to do is I want to go ahead and I want to make these buildings a little bit more interesting using foliage. So I will most likely just use ivy, create a few generic ivy pieces so that we can have some ivy hanging from the roof. And also maybe something creeping up against the building, just to kind of break up those straightnesses. In the beginning, I was like, Okay, let's make some destruction and like, have a building like destroyed. But unfortunately, doing that thing alone would be an entire tutorial. So I might cover that in a future tutorial. So I got a few more images. Here's like a close up, as you can see. So yeah, see, this feels wrong, and it's also another entire material. But yeah, over here, it's nice. So you can see that we do have a few props. We have some rain pipes over here, so I will make, like all these props in the same time. Like let's see what do we have? We have rain pipes. We have a door. I do not count the windows because they are part of the building. I go to this one. This is just a close up of this shot, which can just show us the door. You can see here there's a little ramp, which we can also do. So we will just have a train. So we got this stuff. I'm just doing it slowly so that you can have a look yourself, also. Over here, this is just like the other side, but we are not going to make this back. I'm only going to focus on this view. And maybe if I have time, I will also create a corn of you like over here, but I will then do that in like a time laps later on, along with that, actually. So this will be our main view. I will later on like bonus chapters. I might then make a time labs for this area. And what I will do is I will make a time labs where I will just dress up the environment a little bit more with some mega scans. These are just some random props that I will be using just to push the quality to show you what an environment can really be if you have the time to spend to create all the textures and materials and all that stuff. So let's see, where were we? Yeah, so this like the corn of you.This is quite nice. Like the leaking, it almost feels like gamify. So the leaking almost feels like it's from games because you often see these type of leaks everywhere in games, like the really strong black leaks and everything. So it's one of the first times that I can actually use them and they make sense. This one is just from, like, a slightly different area. I just felt like let's throw it in because of the ivy and everything over here. It just looked cool. It's just like some nice looking concrete that we can use and just get some inspiration from. Also, some dead leaves would be nice if we include something like that. This one, I'm pretty sure you know why I included it. So this one I mean breaking up the boring buildings with ivy. Of course, this is insane amount, but you get what I mean. This one, just to get again, a sense for the building and everything, I also did this for some destruction, but we are, of course, not going to do that. This one close ups of some concrete and some walls and doors, windows, sorry, windows. Same over here. It's just good to have some close ups, just to make sure. And these are actually really high resolution images, so we can really, like, zoom in and have a look at everything. Same over here. I do quite want to go for a lighting like this, like a nice sunny looking lighting, a bit like the last of our style lighting. Over here, you can see that there are foliage on the top, which means that that would make it logical for us, even though we're not going to make the roof, it would make it logical for us that Ivy can also grow here. And this one is another one just like a random image. The other side of that random image. And here's just like another extra view, and I believe that that is it. So, okay, cool. So if I have a look at this, what we're first going to do is we are first going to divide everything up inside the Photoshop. So we're going to decide what module pieces there are going to be. I decided to do the planning completely from scratch. I've not done this before, this planning, and I just want to do it completely from scratch just to see what we're exactly going to do so that you can see the process. Now, next to this, we will be using Maya, which is quite a new program for me for this. I chose it because it is fairly basic modeling that we need to do. And although technically, I am more experienced in three years. Max, the tools are pretty much the same, and people left me requesting Maya. So don't worry about it. I know how to do it. So we are going to go ahead and use Maya for this. It's going to be easy the modeling because yeah, it's just some modular pieces. After we've done our reference, the first thing that we're going to do is we are going to go over on how to create the blockout. So I think that is very important. We want to have an entire blockout and we want to already have this blockout inside of reel. We don't need the foliage yet, but we need to have a blockout of the buildings all in place with all the pieces so that we know that everything works exactly perfectly because that's the thing with modular pieces. They need to work perfectly together. And then we can just move on. So I'm moving this over to my other screen. I just went to the Photoshop. Now, you don't really need to do this because, again, you don't have this image because I will need to remove it. But I'm just going to decide, like, Okay, what is going to be on module pieces? I'm going to go for as little pieces as possible while still giving me all the variation that I need. So what I tend to do is I tend to, for example, go ahead and create a selection. So, okay, let's start with an easy one. So I'm just using over here my polygon lasso tool. And let's say that this over here, and then it would go back. It's just like as an indication. This would probably be like one piece. So you select it. You go down here, solid color, make it a random color and then tone down the opaste. See? Okay, so that will be one piece. So that is a wall with tiles and a railing. I'm going to go for, well, we probably need a basic wall, but I'm not sure how I want to do the windows because there needs to be holes in the wall for the windows. So unless, no, I cannot do the windows on top, that would not look good. So let's see. What if we do? Is that one being used more? Well, it's an easy one. So it is basically going to be big wall with single window. Like this. So big wall with single window, which we can also, duplicate over and over again. And what we will do is we will make a big wall with double window like this. So that will cover that entire building because I'm going to make it in a way that you cannot see any doors or anything. So we don't need to bother about that. So just give the random color. Here. So everything down here, because it's been covered by foliage, I'm not going to bother about that. We are literally just going to do this. And then at the end, we'll just have some plain walls, but we'll just include those. This one, so these are different. I think on this side, I can use this wall. So we will make it that I can use this one on this side. And then what I will do is I will make one extra wall that is basically just a slightly different variants from this one. So that's the cool thing is that we can just make a few different windows and just quickly slap them on some walls and just call it today. So this one will be wall with a window to the side. So that will cover this building. It will cover this building. It will see. Can we use this piece up here? No, I think it would be good if we have this block because we can use this block up here. So we're going to use this block up here and we're going to use this block up here. So let's just say just like a concrete rooftop block, something like that. Okay, so let's make this another color. Okay, so we will be able to use that block there. This piece over here is going to be like a single window piece with a corner. And then up here, we will also duplicate just like the pillar of this, and we will be able to use the pillar to close things off. So basically, how it will look like is we will have, for example, like this blue piece over here, and then we will have a single pillar. And that one we can just once we've created a window, we can just use that. We will have a single pillar at this point, we get, like, running out of basic colors to use, but that doesn't really matter. There we go. A single pillar that we can then re use to do some changes. So we have this one. Am I able to am I able to use this? So if I move this down here and if I then just throw in a single beam that should be working, but then I want to make the bottom flat, and that is, Oh, you know what? We can use this one. We can use the top of this and we can just have the window, and then we can move the top and we can just move it in front over here. And that will hopefully create something in that direction. Now, this door is sitting pretty much on top. However, I'm sure that we have another door piece. So what I will do is I will just make a very basic, just like a flat door piece. Like this, just so that we can use it in some places. I'm going to go for, like, color like this. Okay, so that can cover that this entire building is covered this entire, this entire these windows. I feel like they are not the same as anything else. So let's have a look. This bottom piece, do we already have a bottom piece? Like, we can use this, but then we want to, like, change the UVs. So we will use this one as the bottom piece for this. But what I'm going to do is I'm just simply going to, like, change the UVs so that we have, like, a slightly different bottom. And then the top piece, the windows, shall we shall we use these or Yeah, we could just as well use those windows up here. Yeah, that should be doable. So we will use those windows. And then over here, if we just go ahead and grab one extra piece that is just like a long window because I quite like having that difference all of a sudden. We do one more over here, which is going to be like just make it like a random color. Doesn't really matter too much, just for viewing purposes. And then the top will just be like a flat thing. Roof. I don't think we need to make the roof. We will just make it like overlap so that you cannot see. But for the rest, it should be fine. So, one, two, three, four, five, six, seven, eight, nine, ten pieces. However, from the ten pieces, if we make one, two, three different windows, and then just revit this window in here. So that already takes quite a bit of work away. These are just some very simple basic squares. And this one also. So see, that shouldn't be too much work. I think this will take me modeling wise, creating it final, it will only take me like an hour or two, maybe a bit longer because I'm recording it in a tutorial. But it shouldn't take too long for the moding. So that's a pretty good plan. Let's go ahead and let's go with this plan. So I'm just going to go ahead and I'm going to save this. Modular underscore. Planning. Yeah, let's go for something like this. I will save this. Good. And what I will do is, I'm just going to go ahead and throw it. I have two screens, by the way, so that's why you sometimes see me, passing and waiting. S there we go. As you can see, I don't think I actually showed you this, so I just have some random windows. They are very basic. What we are going to do is most of it will be the texture, so the modeling will be just quite easy. There we go. So that is our reference planning. And now what we can do is we can simply just jump straight into Maya over here, and we can get started with our actual scene. I am using the complete default of Maya. The only thing that I have is that I have in my environment Act, like a custom environment tap, but you can also go to custom. So let's say I go to custom, I have a few tools over here. I actually miss a few. So the tools that I have is edit, delete by type and history. You can hold Control Shift and click to add it to whatever to you have selected, and then you can go down here and save all the shells. However, I have a bug that it doesn't properly save for me, so I sometimes need to re art them. I have a modify and I have a freeze transforms and reset transforms. This is handy if you ever have some proms with your bevels or anything like that. Then I have a Bzire curve. You can find that one in mesh. No, sorry, not mesh create. Curve tools, Bezier curve tool. It's just a simple curve. I have combine separate fill hole mirror options. You can find all of these in here, combine, separate fill whole mirror options. Then I have my connect vertices, merge two vertices, cut and slice split selected edge ring and the smoothening. You can find those in connect over here, insert edge loop. I know they're called slightly different for some reason. Multi cut over here. Just look at the icons. You have a target belt over here, and u over here, if you go to Mesh display, you have to soft the edge. However, most of this stuff, I will just be right clicking and using that, of course, you cannot see it right now, but if I would have a cube, I will mostly just be right clicking and using this tool. So shift right click, you can find all your tools. Now, diitoal is for intermediate artists. So it's not for absolute beginners, just people who have already done T art for a couple of months at the very least and know how to do some basic modeling. That is about it. What we're going to do in the next chapter is we are going to go ahead and we are going to start by working all of the blockouts of our modular pieces, which we can then nicely combine together. I will most likely also create like a pillar, but I can just probably use, one of these pillars. But that's stuff that I might do later on. So let's go ahead and continue with this stuff. 3. 02 Creating Our Blockout Pieces Part1: Okay, so here we are inside of Maya. Now, all the techniques that I will be using are universal. This means that I will only be using tools that are also included in Blender, three SMAx and those are the programs I know, but probably also in Modo and any other three D programs. So do keep that in mind. You don't need to use Maya for this. If you are efficient in the other three D programs, you can just use those and follow along. So the first thing I want to do because right now with the modular pieces, I want to focus on the scaling, so we need to have a proper scale. I'm just going to pick, like, a character that's like 180 centimeters, which is often the default scale. And based upon that, we just want to find the correct scale. And then in Maya, we still have flexibility. So we can still change it inside of Maya. Don't worry about that, but we want to make everything relative to that character model. So I will show you what I mean. So we want to keep basically all the scaling even. I'm going to get started. Now, normally I would just import the character model, but once again, fun because of copyright, I cannot give you any character models because I'm not a character, so as long as I didn't make it myself, I can't give it. So we're going to go for a simple cube. And with the cube, if you just double check by going into Windows settings and then in preferences and go to settings, just double check that you are set to centimeters. So we are going to go for 180 and not 1.8 or something like that. So we have a cube over here. Now, if you just go into the channel box down here, if you cannot see any windows, I'm sure you know that you can find pretty much every window into the windows step. And that's the last time I will say this. So we're going to go for the I always forget it's most likely the Y axis. It's right now set to one. So that's 1 meter. Yes, because one grid point is 1 meter. So we still do need set to 1.8. And then what I'm going to do is I'm going to set my C scale to 0.1 and the X scale to 0.1. So that's a little bit, okay, that's bit too thin. Let's 0.3 and 0.3. Yeah, If you press space, you can go to your different views. And then if you just select on a different view, you can just press space again. So right now, you can see. So this 1.8, every point is going to be 1 meter. So it might feel very small in context, but for now, this should be fine. This is going to be our little character for now. Okay, so we got this. Now, I think the first thing that we want to do is because, yeah, this bottom one is actually by coincidence, it's a bit tricky because this bottom one will have two different pieces. So we again play on to that inside of real engine. So I will probably start with this piece. Now, if you imagine, this is a very large door. So if you imagine that a character's standing here, now this door is very large. The character would probably only get up until this point. So 18230. That's often 23240 is often a default height in some buildings, especially industrial buildings, industrial buildings are often quite a bit higher, while 210 is more for, like, residential. So two meter ten is often for, like, residential roofs. So let's for us because we want to go for a bit of like a grand feeling let's go for two meter 40. So if that is two meter 40, I would assume that every floor is going to be two meter 42 40 and this one, 240 because then the roof would already start here, so that would sit on top. So we're going to go for two meter of 40 for those pieces. Height. The width, I'm going to go I tend to go around 4 meters. Four or 5 meters. It just depends whatever feels white. We just need to be able to duplicate it often enough without atently changing it. So this is pretty much a cube. So if we're just going to go clear the cube, let's go ahead and let's move this over here. So we are going to set and I always forget which one it is. I'm going to set the Z scale to sorry, What was it? Yeah, why am I so confused? 2.4, two meter 40. Yeah, yeah, that should work. And I'm going to set my Z scale to four. Maybe if you have a look at that, if you know that the door is already halfway here, might want to go with five so that we do not spend too much time placing assets because it means more assets to count and more pieces. Now, we want to have this going quite far back because it needs to cover multiple cases. So we are just going to push this quite far back. And, you know, a cool thing that I just thought of is what we can do is we can have can we do that? I was going to say we can have this rich on one side, but not on the other side, but that does mean that we would have a transition in between. I'm not sure if that would have any use cases. Probably not. Nah, never mind. Ignore me. I'm just going to create a separate plane for that. So 3 meters back? Oh, that's a lot. Two. I feel like 2 meters should be doable. Yeah, so that should cover more than enough. The thing is, you don't want to make it too much because if you make it too much, you can get into trouble around corners because then all of a sudden you have clipping. But that's the cool thing. We will see this inside of unwel before we actually make the finals. So let's go for this. Now, I'm just going to go ahead and pivot point wise. So over here, right now, the piv point is in the center, which makes it quite annoying for me to just quickly snap this to the center and just color today. So if you go to your tool settings and you can find this also in your Windows up here, you can go ahead and you can press Add a pivot. Now if you just go up here and I just want to snap this to points, yeah, it should do vertices also. Snap this to points and then just go ahead and snap it down to this point. Is that correct? Yes. Okay. I'm sometimes a bit confused because it also does the curves. But yeah, points basically means vertices. I don't know why they don't call it vertices, but okay. So we basically want to snap this pivot to our point and then we can turn off snapping and it can turn off at a pivot. Now that this pivot is here on the corner, all you need to do is now set this to snap to grid, I mean, you can just click on one of your move tools, and it will automatically snap to the closest grid point. And this is basically also how snapping works inside of unreel. For example, if we would go ahead and duplicate this, this is how it would go in unreel. You would be able to duplicate this and that's modular. So you are able to just reuse it. And because we make it even numbers, so we make it exactly 2.4 meters, we are able to perfectly snap it, and that is important thing with this that you want to perfectly snap this. Now, I'm just going to very quickly for this, just go up here and press Select. So it's basically just the edging. It's I should know these tools. So Insert Edge loop is what it's called. So sorry for the confusion. I just look at the icons mostly because they are called different. So I'm just going to press that, and I'm just going to add a quick little line probably around here. I think that's a nice thickness. Then I'm just going to go to my face mode, and I'm just going to go ahead and hold shift and just extrude this. Oh, I still have snapping turn on. Do not turn on snapping for this kind of stuff because then it just snaps to the close grid point. So this is just like this little ridge. Because this is a blockout, you want to keep this very low poly. You don't want to add any detail. It's just here just to get the basic shape. And I feel like that is important shape. There we go. Already done. Okay, so the next one would be probably like a window piece, and then I can just jump in and create a few different windows for this. Oh, yeah, we have this point. This point is probably going to be 1.5 meters, kind, 1.5 meters, probably. So let's actually do that one first because it's just another cube, and then we'll do the window. So if we just go ahead and I will probably let's create a new cube. So let's create a new cube. So we are going to go for 1.5 Yeah, that should be fine. And then Z x is of five, and we probably want this one to go not too far back. Let's go for only right actually two is just as far, isn't it? Yeah, okay, let's keep it consistent. Let's go for two. So we got this one over here. Same thing as before. I can just, like, go ahead and then add a pivot quickly snap this to a point and then go to grid and then oh, make sure that you turn off add a pivot before doing that. And snap it to grid. There we go. Okay, so that should already be it because it's just a very basic piece. It doesn't have No, Yeah, it looks like it has a ridge, but I'm not going to do that myself. Okay, so for the window, for the window, it's basically going to be let's see if this is 2.4, we probably want to make this the same or if this is 5 meters, we probably want to go ahead and make that the same width, but it does mean that we probably go ahead and end up with two windows because we cannot fit that many in one piece. So basically the way that this is going to work for the window, I'm going to start with a plane. And if you just quickly go into your pool plane over here and set the subdivisions back to zero because we don't need them. Now, I'm just going to go ahead and rotate it. Hold J to snap rotate it so that you can snap rotate it 90 degrees and 52.4 so this time it's X because I rotated it. So that's going to be 2.4. There we go. Okay, so this is going to be basically our window. I'm just going to very quickly do, the whole added pivoting. We only need to do this willy at the beginning. Once we have these pieces, we are just going to convert them to final later on. So for now, I keep forgetting to turn off my added bowl. So I'm warming up. It's morning here. So basically, if I go ahead and snap this to the grid, I want to move this further back a little bit. So this is basically where our windows are going to be. Now, we're going to get started with just the pillows, which are going to be very basic. So if we just go ahead and grid like a cube, I want to get started, and I want to make my pillows a sensible scale. 0.8 is often like 0.6 is often nice thickness. Six or eight. We'll see. Let's first of all, just place them. So this is 2.4. This is going to be 0.5 probably, 0.3, there we go, that it's like, I just want to have it You know, that's still too much. 0.2. So I want to make it slightly thicker than in here so that it catches the light a little bit better. So I'm going to go for 0.25. 0.25, I said. So yeah, right now, we're working precisely, but that doesn't need to stay this way all the time. I personally, I'm not the biggest fan of even doing it, but I know that it is needed. It's just something that I find tedious to do, and I just want to quickly create some Acht. So okay, I'm just going to go ahead and snap this. Quickly, snap it to the grid. And then we can turn it off. Now, this needs to be modular, so we need to have it repeating. So what we want to do is we want to have this one on the center over here, which I will go ahead and I will first of all, just do it out of hand just so that I can see if this works. So if we go for something like this, these windows I feel like I feel like they want to be a little bit long. I feel like they want to be a little bit like this, so a little bit thinner. But I do not want to change my scaling. So actually, you know what? These pillars are a lot thicker. See, it's the angle. The angle is I don't know if the angle is correct here or if it is just like an illusion and messes it up over here. Oh, I know what I did. What I want to do I want to go ahead and I want to scale this up to probably one after because this one is going to be split in half. So this is the only actual pillar that we will see. So if I do one, one, one, you can turn on your wire frame over here. Yeah. See here, that looks a little bit more logical. So once you've done that, what I'm going to do is for one of these pillars. Let's just grab this pillar because it's like the main one. I'm going to start by just moving this nicely into position. So the window is going to be let's move it a little bit back. The window is going to be around here. So we will later on just cut out this plane and just get it to work. Because the window has some thickness to this, I want to make this 0.3 after all, and this is just to cover some of the window pieces. So that 0.35. That will cover enough space. Now what I'm going to do is I'm just going to go ahead and I'm going to use my connector over here, which is just this one. I will only do this in the beginning that I show you the tools. But basically, I just want to go ahead and oops select my cube, go to Edgemde, connect it. And just place a single connect over there and then press Enter. And the reason I do it using this way and not just like a swiftly spelt, I need it exactly in the center because if I have it exactly in the center, I can now just delete these pieces. This is going to be pretty much our final cube. So what I can do is, it's still in the grid. I can go ahead and I can duplicate this, and I can edit my pivot and snap the verts to the center. At which point, I can now go to my Wife Rmote or Wife Rmote to my grid snapping mode, and I can snap it exactly like that, see? And I can just go ahead and clone this, and it will also be exactly on Centra over here. So this way, I don't need to worry about that kind of stuff. Once you've done that, turn off your snapping. You can go to Face Mode, and you can simply delete half of the faces. And here also, I'm going to go ahead and I'm going to go and select these two edges and then just shift the right click and I'm just going to bridge them. The reason I want to do that is because often I leave them open, but it can cause an lighting errors. But what it can also cause is some accidental if for some reason, something is slightly offset or we want to use it in a slightly different way, it's just nice to have it close that we have more flexibility. So we're going to do that same here. It might be a little bit more annoying with the baffles later on, but for now, this should be fine. So we got this piece. Now, for our windows, let's just go ahead and make a few window design designs, sorry. And basically, what I'm going to do. So let's have a look. I'm just going to, like, create a few of them because they are all pretty much the same height, probably. I might make them separately. Let's just focus on one, actually. I don't want to overcomplicate it for you guys. So for these designs, if we're just going to go ahead and go to our let's first of all, like, create a very basic cube. And now we probably can just go to our side view, turn on our wireframe over here. Okay, that's not the nice side view that I was hoping for, but I will. Okay, so I'm just going to make this into cubes. So let's see if we have um So here we go for zero point. So this one is going to be the slightly thicker ones. We have some thick ones and we have some thin ones. So let's do 0.0 809 for the ticker ones. And if I just go ahead and go to this view, what I can do is I can just rotate. Snap rotated 90 degrees using J. Let's move this back. And let's set this to like 2.4. There we go. Now, I'm not going to because I'm going to remake these entire things. I'm not going to do all the snapping because I will actually need to replace these later on. So having this, you basically just want to get it into the center. What I tend to do is in this case, I tend to just eyeball it because it's often close enough that I don't need to worry about. I place one in the center, then I place a single one in the center of these two. There we go. I will do this properly later on, but if I spend too much time on the windows now, it will take the line. And then just grab the center one and just rotate it because it doesn't need to be an actual center here. So if I just go ahead and scale this in, this is too far too wide. So I might want to just go ahead and just move these back in a bit. Yeah, they don't need to be too precise. Let's go for something like let's see, Tin. Tick tin? No, we want to go for even scaling. Let's just move this in, and then just let's select both of them and then move them a bit more in the center. Bit more. There we go. Okay, so it's just like super quick one. Now what I'm going to do is, I'm just going to go ahead and clone this, and I'm just having this halfway to the end, and this is just to create the borders. Same for like this one, I'm going to clone this and this one, I'm going to set my scaling to 0.04, for example. It's just to end the actual windows. So another one over here. Okay. Now what we have is we just have the actual little window pieces. So if I just go ahead and just duplicate this one, call this 0.03, probably. I just want to go ahead and have two on both sides. So one, two, select them and just move them slightly in the center. I know it will look very silly right now, but that's the thing with the blockout. A blockout only needs to be the most basic stuffs that I know that it is a window for s and don't need to do anything else. So now I can select everything. And if I just then deselect, everything except for my window. What I can do is I can go up here and I can go to the combined tool, which will just make it into one solid window, and now I can just go ahead and I can clone this over here. Oh, that is interesting. I'm not in the center. That is interesting. So if I go over here, Huh. I don't know why I'm slightly off. But that's Oh, yeah, wait, make sense that I'm slightly off. I must have snapped at one or I forgot something. I honestly don't know. But that doesn't matter because that's nice that I see that now, else I would have seen it inside of a real. I'm just going to then scale up my windows just to recover from this slight like incorrection. There we go. Okay. Window piece done. So we're going to keep everything at five metres, pretty much. I think that should be a good scale. And if we need to make it less, then we can do that later on. Pillar is literally going to be this. So we have that pillar over there. And everything around like the back, I will do that later maybe if I decide to do that. This one is going to be so I sometimes forget the shortcuts of Puref. So that one is going to be, let's say, let's grab a cube and 2.4 this is an end. Because it's an end, I might want to go with 2.5 meters because I can get away with it, basically. So over here, you see, like the end, actually, it also has a window, so we might want to do something like that, something very basic where we have one of these pieces, and these don't need to be 2 meters. We want to make them quite a bit less. 0.1 actually needs to have a door in it. So zero point it's 20.3, so that we have space for the door. So we're basically going to have this piece in here. And then what I probably end up doing is also just cloning it like this for the top piece. So you can see, you can imagine how we are just going to clone this up and up and up. And then at the very end, it will be blocked off by this. I know that over here, it is closed off here. So we'll see how that goes. But for this piece, basically what I'm going to do is I'm just going to go ahead and go to Face Select. I'm going to go to my connection, and I'm going to set my segments to two so that we have exactly two even segments. That's okay. Now the next thing I want to do is because it's a door, I'm just going to go ahead and I'm just going to clone our character and make the door slightly higher than that. So, you know, doors are quite flexible, actually. It does depend on which area you are, but for this kind of door, I'm not too worried about going exactly at two meter stan, which is technically the actual measurement of often a door height, at least in Europe, it is. So you can 2 meters. This is about 2 meters then. So I know that's just how I tend to look at it. I'm just going to go ahead and delete the bottom faces. The reason I'm doing that is because I want to grab my door. Yeah, there's thick enough, and then just extrude this in. And if you do that, you get this messiness down here with the faces. So door easy, does it? Window, what I'm going to do is I'm just going to select my face, and I'm just going to go ahead and I'm going to, you know, just do a quick extrusion and just extrude this in over here. So that will just create It Mx is called an inset, and in blender, it's called an insect. So basically, it will just create like an extra phase in between here. And I'm just going to go ahead and this one, once again, it doesn't really need to follow the matrix, and that's what I call this matrix because it's just like this random smaller window that is just sitting here. So I can I can fix it later on if needed, but for now, I can just grab this window, extrude this in. There we go. So just a quick thing that we created. So we now have this building done with our blockout. The smaller doors and everything we will do later on, which will most likely have like a flat wall. It will most likely have a flat wall. We can use this. We can use this for that. That's no problem. Okay, so we got that piece done. This piece is just another five meter piece, but then it just has a random window here. So what I tend to do is I then tend to just, like, let's just start by cloning this one because it's in handicubeFive meters, 2.4 high white. Yeah, 2.4. And this is going to be a thin piece. So I'm going to go 0.2. Correct? 0.2. It should be correct. Okay. So for this piece, this piece is quite a one off case. So what you can do is you can just go ahead and well, what I tend to do is I tend to just select the edges, do a quick double connect and press Okay. And then I just move the edges where I want and then scale them in to the thickness I want my window to be. So if I have this, I just basically look at, okay, it's roughly around here. So if we would go for very even numbers, you would guess that they would have it on 1 meter if it is put them here, see? So I'm just switching back to my windows. I feel like that's a little bit too far, so I'm just going to eyeball it and move it back a little bit. And then, basically what we have over here is we can just go ahead and probably just do another cube. Yeah, let's just do a quick cube over here. And I forgot what the English word for this is window, something. I forgot. Sorry. It's this thing, basically. Just like the ridge that you often have below windows. And why did I forget that? I literally renovated a house in the UK, so I should know this. Anyway, so we got this one, and if we just clone this and this I'm going to just a little bit thinner, and this one I'm going to make like even to these edges over here. So let's say we have one cube over here. Another cube, and this is going to decide like our height. I feel like this edge needs to be a little bit longer. I feel like we need to make our window a bit longer. And that's why we do the blockout, also so that we can get a general sense for, like, the windows and everything. So yeah, it can be quite sloppy now. I'm already working too precise. Willie, a blockout actually doesn't need to even be this precise. I think because I know I'm being watched that I'm more precise than normal. So let's say something like this. And if you cannot get it even with normal scaling, just select the face and just like, move it on top. Over here just to make sure that it is a little bit more even. And then what we're going to do is we're simply going to go ahead and add a loop, and we're going to add one round like in the middle over here. That's fine. And another one just above here. The only reason you want to do this is because you want to be able to extrude this in and still have it look correct. And then for these cue piece over here, you might if you go up here, you have to tool, this is the isolate select. You can only do this in object mode because else it will isolate just like your faces. But if you do that, you can very quickly, select the face and then go outside of Isolate Select, if you ever cannot see it or anything like that. Or another way that you can do it is you can just click drag and then hold Control and then just deselect everything that you do not want. So multiple ways to just quickly select something you cannot see. Okay, window, check. And I don't care about the insides. That's stuff for later. So we got that one done. This window is pretty much just going to be probably maybe we can reuse this. If I grab this piece, maybe I would be able to literally just grab all of these. Actually, no, first of all, just to keep the geometry bit cleaner. Let's first of all, just grab the vertices and just move them like this. So it's around here. It's a little bit of a tinn window. I'm just looking at my reference on my other screen. And then if we just move this, it looks like it comes up until this point, and then it just moves it up a little bit. You know, let's just see. So I need to make this window a little bit thinner. Here, see? I'm just trying to kind of, like, mimic whatever we have. We have a random verts. Oh, no, now it's gone. Okay. Fair enough. Let's see. Something like, you're there. Oh, it's those pieces. Just ignore me. So Hmm. I probably want to have a little bit thinner, don't I? Iike a little bit. I think something like this. And if you really want to keep your jom tree clean, because we might want to use this shape already, like, we're not going to probably create an entire new cube again just to remake this. We need to keep the shape, so I like to keep my jom tree quite clean. Like you can see over here. Okay. And I'm just going to steal one of these, and I'm just going to throw them at, like, the bottom over here. So it's going to be quite easy basic stuff. Oh, wait, sorry. This one is one of those that's slightly extended. Okay, so another piece done. And now we only have two pieces left to go. I will go ahead and do those two pieces because they have quite a bit of windows in them. I will go ahead and do those in the next chapter. And after that, we can just throw it into unreel and actually see if it is working the way that we wanted to. So let's continue with that. 4. 03 Creating Our Blockout Pieces Part2: Okay, so let's continue. So we left off with this one over here. Now, this one actually feels quite a bit bigger. I'm not sure if it's double the size, but it could be. But then yeah, this side over here might be a little bit annoying. So let's have a good think about that. So we could do it in two stages or we could make an extra strip that is just something like this, and that would just be for this building. And then we do have a little bit more control over how big we want it to be. Or we can just say, No, let's just make one big size. And then we might run into trouble. Let's go for just like a strip. Also, one thing that I have forgotten to do I think it's only in this one yeah, it's like I'm talking about corners, but what we could do is we could just simply run some pillars along this side in order to make that fit a little bit better. That's something that we can see when we do our blockout. So let's do this in two stages. So we have this one, which is the first one. For that, what I will do is I will probably just reuse this. Yeah, let's just do that. Let's just reuse this. And basically, what I want to do with this piece is I'm just going to go to Vertex mode. I'm going, Oh, let's see let's move this in the center. Uh, you know what? I'm going to do this a little bit more careful. Yeah, we have this backside backside, there's also still some stuff there. So I'm going to make this like a very small window, basically, and then I will position it properly. So something like this, okay? And now this window is going to be pretty much like in the center over here. I can measure it out if it is center after I've placed it. So let's see. So we're just going to do the window. And actually, if we are going to do the window, it actually needs to be a little bit more down, so we probably want to keep it at this level over here. Cool trick that you can do if you just very quickly want to test something out. If it is in center, you just quickly grab a cube. You just scale it. Like this and just make it up until the side of the window, and then you know that if you move it over here, you know that it is not in the center anymore. Another thing that you can do is just very quickly move the cube across this side, and then just do a very quick connect over here and just make it like a single connect. There you go. Now you know that this is exactly the center. So we were actually quite a bit off, so we can just grab this and then just pretty much move this in the center over here. I'm just going to move this face down so that it feels a bit cleaner on the other side also. Okay, so we got this piece. It has like Oh, it has two of them. It's two of them. So one of them is over here, which I don't know why it selected both of those. Let's see, this one is selected or this one is sticking out up until this point. Grab the other side and do the same. There we go. And I'm going to just duplicate this. Make this one a little bit thinner and it looks like this one is sticking out up until here, and it's actually a little bit longer, and it's actually sticking out a bit further. So don't forget to d select those vertices over here so that we can move this back. There we go. Okay, so that's sticking out a little bit further. Might be a little bit too far. Maybe we'll push it back a little bit. There we go. Okay, we got that one. And this one is just going to be a cube, but it's going to be like half the size. So I most likely can just duplicate this piece again. And this time, so let's keep the numbers even 2.4, yes. Well, I have a really bad memory. So 1.2. Don't know why my memory is bad today. And with 0.2 in the thickness, 0.2. There we go. Okay. Yeah, so we got that thing, and I'm just going to give it like a random I think it's sort of like another window, I would say. We might turn it into like an air vent or something like air conditioning kind of something. But we'll see. So let's just go ahead and I'm just going to go to scale, hold Shift and just do an extrude scale. Make it a little bit wider. Let's make it a bit smaller. Center, center, center. Yeah, let's do it in center. Also makes it easier for us, and let's just push this as far back as that we can. Okay. So we got that piece done. I think we have arrived at our last piece. So this piece, yeah, it's going to be like a double window. Let's see. So there are going to be quite wide window. I'm just having to think if I can reuse anything of this stuff. I might be able to. I might want to grab this stuff. I'm going to move it to this side because I have a little bit more space over here. So what if I grab this stuff? And then at the bottom, what I do is I basically if you have trouble with the moving around, just press F to zoom in again. I will kind of like reset. So I will need to remake this one mostly, but if I just go ahead and do a random cube, probably up until this part and just push it all the way through. So as I said before, we're going to probably remake this. But if I do something like this, that we have these windows, and then if I steal some of just one of these random cubes over here, I can push these down here and move these up a little bit. Vertex. Looks like that just goes straight through to the other side. Oh, yeah, let's go ahead and push this further back. I keep using Control too Select because that's how Max and Blender works to select, but, of course, here in Maya, it's slightly flipped around. That's a fun thing to need to keep in mind, because as the making of this story, I'm also making story in three years Max, so it's quite a bit of switching back and forth between programs. But it's fun to do. So you learn from it. I'm going to just press reset over here in our tool settings with our pivot just to make sure that it is in center and then scale it out a little bit. Maybe make it a little bit bigger just so that it sticks. Actually, you know what? No, it doesn't need to stick above it. Okay, so we got that stuff, and we still got like the pillar and then of course, like this window stuff over here, what you can do is you can just kind of scale this down and just refit it for now and we will just make some proper windows. But the windows, I'm going to do almost as if they are separate props. So because of that, I'm not going to spend any time in this because I want to do those properly. Here, I do that. Then I just duplicate this over here. There we go. So that's more than enough to show, like, Oh, no, this is a window. So it will just nicely sit on top of there, and that should do the twig. Okay. So, we still have some small props over here. I'm not really too worried about that. I will do those after the blockout because they do not really make that big of an impact. I think that we are pretty much done. The door I can do inside of unreal just like a quick cube. So that's looking pretty good. Okay, what we are going to do now is inside of nalizFour which is where we are going to export this to now, nrulizer four always reads the pivot point from 000 in our transform, and that's where it will place its pivot point. Because everything needs to be perfectly snapped together, this means that for many of these pieces, we need to have them exactly on 000 with our pivot point also. So we need to line them up. Annoying thing with that is that, of course, right now they are just all over the place. So first things first is we need to start dividing this stuff into layers. We can do this over here in our channel box and our layer editor. This is what I find the easiest way. So I need to kind of give it names. So let's start with the font. So this is going to be like so I'm just going to select it, press a plus sign. Then select the layer, right click and art selected Objects to select this or to add this. And I'm going to call this um concrete block score, white, for example, select this one plus sign, right, click select Objects. Concrete block score. Tin we can delete this. This one, another one, right, click. I will do this quite quickly by this point. This is going to be like A. I often do underscore A just so that I can so in case I want to make more pieces, I can just say A, B, CD. You can also do 01, 02, whatever you want. I should probably do 0102 if you think you are going to have more pieces than the alphabet will have. I made that mistake before. This is going to be single window underscore A. This one I will make double window underscore B. I am doing B on purpose because I know that this one we will use more times and this one is more important. So I like to give that one the double window underscore A and right click Select Objects. Yes, having a double one should do the twick. So this one it can just be like what am I doing? Oh, yeah double clicking. Builder, underscore A. Right, click select objects. This is going to be single window underscore B. This one, new layer selected objects. Let's see. And it's important to get these names white because we will be using these names to associate them with export files. So if we do not get the names whte and we name our export files different from Maas, we will get confused in the long run, or at least I would, and I don't like that. So single window D. So that's why I just spent a bit of time to just make them like proper names. And this is going to be Oh, yeah, I forgot about this button. Sorry. I keep pressing the plus sign, but you can just press the button, create new layer and assign selected objects. That's my fault. I'm sorry about that. I'm so used to using this button. So this will automatically add them. Bit late now, butter well. So this is going to be like Tin concrete strip, A, something like that. Like we don't have that many pieces, so it doesn't need to be too descriptive. But I have worked with assets where I had 60 or 70 pieces, and then you need to be very descriptive about names. Anyway, what I want to do now is I'm going to turn off my layers to make sure that they have been properly assigned. Of course, if I would have used that button, I would already know this, but, well, that is my mistake. There we go. Okay, that works. And this stuff, I'm just going to go ahead and I'm just moving it over here or something like that, just in case we still need it. So what are we going to do now? Now, hopefully most of these pieces already have the pivot point in the right location. So basically, all we need to do is we need to go ahead and we need to have the pivot point where we want to snap it. So we want to snap it here because I showed you why. So yeah, you know why. When we duplicate it, it will be also inside of the wheel perfectly aligned. And then what you're going to do is you're just going to click and drag over all of your translate notes and just press zero. Oh, I'm sorry. We cannot do that because these translate notes, they do not register based upon the pivot. They actually register based upon the center. So we just need to snap it like this. In three years, Max, they register on the pivot. So that's just me again, having a think about the wrong program. So basically, we can now just keep doing that. So this one, just snap it on the pivot, and that's totally fine. This piece. Is this on the pivot? Yeah, that's correct. Single window. Same thing as before. Just go ahead and just drag it on here. Now, this one is a double window. So what I tend to do for this kind of stuff because we only need to place it into position once, and then we can technically separate it is I'm just going to press combine up here. And then I'm just going to edit my pivot, and I'm first of all, just snapping this pivot to one of the sides. Turn off add a pivot, and then I can snap it into position. There we go, see? So we got that one. Oh, when you combine it, it will kick it out of the layer. So you just need to right click and art selected objects again. Sometimes happens. Same with this one. Combine. Point at the pivot, set the pivot to this little corner and set this to its proper position and re art the object. Pillar. Looks like that. That one is already correct. So we can just move it. Single Window B. I think for all of these, what we need to do is just need to go ahead and press combine and rtselectedbine, rtselected and combine art selected. And then I'm just going to turn on my snapping edit pivot. I'm going to start by just editing this pivot. This one and this one. There we go. So yeah, we only need to do this really once because then we have everything in the right location, we cannot actually move it after that. If we move it after that, then the prom that we will get is that it will change inside of heel so that it would break our entire blockout, and we do not want that. That's why we need to have this position correct at this stage already, because when we turn this into an actual final models, we cannot just go ahead and change that. So we got all of this stuff ready to go over here. That's perfect. So now we are going to export all of these things. Now, there is actually there are scripts out there where you can export per layer, so you can export all of this in one go, and it just picks the layer name. But I want to keep it to the default Maya because it's a tutorial. So what I will be doing is I simply select my model, go to File, Export Selection. And then what we need to do is we just need to go ahead and we need to, um, copy our folder over here and where we are going to export it. You can choose two things, or you can export it inside of your unreel engine folder. If you do that, it will automatically ask you to reimport whenever you make a change. The next thing is that you can export it outside of your Unreal engine project folder, which is what we will be doing. And the reason I do that is mostly for the people that do not want to follow the unreal part of this tutorial course but still want to access these files. So that's why I'm doing this. It just means that when we are inside of unreal engine, every time we make a change, we need to select the file and we need to press right click and reimport. So in our export folder, I'm just going to make a folder in capital letters that I will call unreal. For some reason, I always do it in capital letters. And it's just going to be FBX export. And we're basically just going to call this the same as our layer. So concrete block underscore white, and we can just go ahead and export it. And we need to do that for every single one. Now, I will go ahead and I will do this off camera because it's literally me concrete underscore block under square tin. Do this. So because of that, I'm just going to go ahead and do this off camera, and I will get back to you until this is done. Or, actually, you know what? We are almost at the end of the chapter. So in the next chapter, I will have a basic Uel engine project created, and I will show you how to input it and set it all up. So let's go ahead and continue with that stuff. 5. 04 Setting Up Our Blockout Pieces In Unreal Engine 4 Part1: Okay. So here we are inside of in wheel engine. Now, one thing I had to think about is I need to decide if I'm going to make the floor as a terrain or if I'm going to make it as just like a normal, just like a big mesh, basically, and then do like some vertex painting. It's actually mu trickier for me to think about what I should do. So I think a twain would be handy, yes. Does mean that we need to create a bit more of like probably a bit more complicated material just for, like, the vertex painting and everything. But I guess that we then at least can have, just some very small elevation and just, like, some very small details and stuff like that. Yeah, that's. Okay, so let's do the win for that. So here we are inside of Em engine. This is just a blank project. I have literally nothing in here. You can see it over here. So what I tend to do with this is I tend to, first of all, set things up. So if I press this little button, I like to see my content browser like this. I can right click and I can create a new folder, and I will call this one. S, this course. I'm going to call this course post ecalypticE environment, something in that direction. So if I just call this PAE underscore course, there we go, just so that we have a folder where all our stuff is in. And the reason I'm doing this because I know that later on I will most likely import some mega scans to enhance the scene at the very end as bonus content. So I'm just going to create a folder that I'll call saves for our scene files. Right click create another folder that will call assets, for our models and everything. Another folder that will call textures. You know why? Another folder that will call materials because even though I often call outside of unreel textis materials, inside of unreal materials are a different thing, and maybe another folder that I'll just call other just in case there's other stuff in here. Okay, so we got that stuff. Now, I like to always start completely from scratch. I like to have a completely empty scene because what we have over here, I don't always trust the lighting and the setup. So what I tend to do is I tend to go to file new level and literally just pick an empty level over here. We might steal the time of day of the other levels, but that's something that comes way later when we actually do lighting. So here we go. Pure blackness in this level, but that's okay. I'm going to get started by just going to file and just save the current level and just in our safe folder. Let's just call this main level and press save. Now a cool thing that you can do if you go to settings and go to your project files, give that second the load. You can go down here to maps and modes and you can set the default maps to our main level. This means when we actually open up unreal engine fresh, it will always just load up this level instead of us then needing to load in the level. So we got this stuff. Now, I do need to get some very basic lighting in here just so that I can see something. So if I go to my place actors and go to lights, I'm just going to drag in a skylight. I'm going to drag in a directional light. I'm then going to go to visual effects, and I'm just going to drag in a exponential, no atmospheric fog over here. There you go, that increases the color. And I'm going to have one sphere reflection already and sphere reflection will just capture our reflections properly. I just do it temporarily and set the scale very high to like 10,000 or something like that for now. So we just got some basic stuff in here so that I can actually see what I'm doing. Now, in this environment, we will be using real time lighting, and if my computer can handle it, I want to also introduce some rate racing at the very end just to really push the quality. Also, our lighting is going to be a lot more interesting than what we have over here. So what we're going to do now is I will first just create a very, very basic train, and then we can start by importing our models. So for our train, because in this environment, we are just going to focus on everything that we can see to save some time instead of making an entire walk through of, like, a game environment, the train doesn't need to be very big. What you want to do is you want to go up here to modes and then just go to landscape. Now, once she's done, then you can see this green plane. So this is going to be your rain. And that is pretty much it. So, actually, that is pretty much it. So you can also control the density of your rain and everything, but we can also do that later on. For now, it looks spot on. Understand. I wanted to say something smart about, Oh, yeah, you can change the settings, but honestly, we are pretty much spot on with this. So the location is at zero, zero Y 100. Let's set Y at zero also. And the reason I said why at zero is because I just like to have everything at 000 for this kind of stuff. So that's about it. So just set the location to 000. We do not yet need material because we don't have a material for landscape yet. So overall resolution, you can increase the compounds or resolution if I set this to 16, and that will increase the scale of your train if you want. Going to set it back to eight because I just simply do not need that much. And what was it quad size that you can increase the quads? Oh, no, way that There was like one to increase polygons, but I never use it. It might be this one. Oh, yeah, there we go. So here. So with this, you can increase the amount of geometry that you have in it. But we don't really need this because we can increase it later on. So I'm going to set this to 5,500 by 500. And when you do that, it will automatically just set the overall resolution to something that is even. So 442, in this case, it's just the system does it in this way. So you basically just want to press Create. There you go. You have a basic twain. It's where they ask you, like, Oh, do you may want to paint and sculpt on it, which you can do if you want, but we do not need it. For now, we just need a flat train because all the sculpting that we are going to do in the painting it will not be included around the buildings. So it will just be like this kind of stuff and maybe to make our foliage feel a little bit, like, higher up just by putting it on a hill and then covering that hill with foliage. And that makes it feel like there's actually a lot more than there really is. So once you're done with that, at this point, we can just go for modes back to select, and there we go, super basic train Easy does it. Now, what we're going to do is we are just going to import our assets. I left the last chapter, as I said, by exporting all of our assets, which I have over here. So I've exported all of them to FVxs. So what I can do now is I first of all, want to just import one of them, and this is to make sure that the scaling is correct. By the way, as I said, lighting is going to be real time, in order to get rid of this message, just go to your skylight and set it to movable and go to your directional light and set it to movable. And now the system knows, Okay, this is going to be a real time lighting scene because movable lights will not be baked. So as I said, I'm going to import one to make sure that the scaling is correct. The way that I do this is I first of all, just go to basic and I import an empty character. The reason I do this because an empty character is often slightly smaller than a player. So you would expect that an empty character, the camera is about just above this over here. So that's where we want to have a rough scaling of our character. I'm going to go ahead and just start with concrete block white because that is the one that we used as the first mesh and just drag it in here. Now, what you want to do in here? If you have skeleton mesh turned on, just turned off, we don't need it. And if you just press the drop down, we can turn off generate light map UVs, and we need to turn on combined meshes. If you do not turn this on, if you ever have more than one mesh, it will actually import it us multiple meshes. And we do not want that because that's often a very big mess. Uniform scale. This is what I mean with scaling. I'm going to leave it at one. And if I find out that we actually set it to ten in order to upscale it because sometimes there is a slight difference between the metrics between a three program and the engine, then we can do that, and then we can automatically apply that to everything else. So what I do is I import this. I grab this. See? This is what I mean. So because we made it in centimeters, it did not convert properly to the correct size. So it is one smaller. So if we would set this scale by just double clicking on our model, over here, it opened it up in Melsin. You can scroll all the way down, and then here you have import settings. Transform uniform scale. Here, let's set this to ten and then press reimport. Okay, it looks like that we need to go to 100. So let's set this to 100. Reimport. There we go. 100 is the exact scaling. And now you can see that we have the exact scaling as that we had inside of Maya. So now that we know that we need to go from centimeters to Oh, no, wait. Yeah, we are centimeters. It just feels like that inside of unreal. It's a it's calculated in meters. I'm not sure feet. It could also be because metrics. US metrics, UCM or Europe metrics, it's all that weird stuff. In any case, because I'm now just talking nonsense, grab everything, import it, and this time set the uniform input scale to 100. Everything else will still be remembered from last time, so you can just press Import and there you go. Now everything, you can just drag it in. Now everything has the correct metrics. And there we go. So now we have our models imported over here. Okay, so what will we do now? I will show you the systems on how to do the snapping. I will show you how to create this one building over here, and then the other buildings I will do using a time laps because it is quite a time consuming process to just copy paste and cells very repetitive. So this building over here, if we have a look at this, we want to start with, like, the ground floor. And coincidentally, in this case, the ground floor is going to be a little bit different than most buildings. The way that snapping works is that over here, you can see you have your grid snapping. You have also rotation and scale snapping, but we are mostly focused at the grid. You can see that if I move, that it will automatically snap. If I set the snapping higher to 100, you can see that it will snap nicely based upon the grid. The flickering is because our terrain is set at zero, 00, but that is no problem because, yeah, you can ignore it. If you really cannot ignore it, then what you can do is you can go to your landscape and you can set the location over here to 0.0, see, 0.01. Oh, expect it to be a bit more. One. Okay, so it's around one or around two maybe that that stops to flicker whenever you are close to camera. For the rest, it's just like a little camera bug. I guess that is one of the reasons why they set it at like 100, but I guess if we just set it at ten, yeah, that's fine. So because, of course, when you are actually in game view by pressing G, there is no grid. That's why I'm not worried about it. It's just like in this view. So let's go ahead and just set this to ten. And the reason why I didn't really like it is because now, of course, this is sunken in. So what I then would need to do is I would need to go in, turn off my snapping, set this like so that it is actually on our terrain, and then I can turn on snapping gan and then it will still follow the grid. So you don't need to worry about that. It will still follow the grid, but it will follow it on the last location that we set this on. So we have this stuff. Okay, if we say these are mostly windows, and then this is sitting in front of it. Now, the cool thing is if you have, for example, this piece, so let's say that our building starts like a little bit back here, the nice thing about unreal is that you can very easily replace models, which is very handy when doing modular stuff. For example, I can say, Okay, I want to double Window A. I can just drag this on here on our static mesh, and it will automatically replace those models. Now, one thing that is maybe a little bit annoying is that because there is back facing because remember, a plane is just a single phase. It doesn't have anything at the back, light is shining through. We do not want that, but technically, we don't even have materials yet. So what you can do is just quickly click on Lambert one, which is the material that is imported that is assigned to everything. And then just click on the actual big over here, the big material box, and then simply click on two sided and then press Save. And what that will do is it will tell the system that we need to render both sides of the plane, which automatically means that you can no longer see through them. See, I still has some small light bleeding, but honestly, that's stuff that we will fix. That's the whole point of it. So we got this stuff. Now the next thing, the snapping is now set to 100. 100 should be correct because we have 5 meters. Um yes, actually, we can probably even set it to 500. If we set it to 500, just for the fun of it, plus Contra C Contra V, see? And it instantly splits because 500 is exactly 5 meters what we have. And that's the power of it, because now what I can do is I can just very simply merge down. I do realize what I'm thinking about now is that our windows will not exactly fit the same way as they would over here. So that's the first thing that I now note. So, okay, we might need to actually make a change to this, because that's what I realize now. However, we had another window, this one, Window B. What I wonder is maybe Window B is enough for us. To make this look good. So see, that's basically now the goal of this. That's why we are already doing the blockout inside of Win wheel engine so that we can actually have a visual look and know how we are going to manage this. So I can now duplicate this. I can say one extra bit, two, three, four, and one back is five windows. So one, two, three, four, five, and then let's say to end the environment, there's going to be another two. But of course, our camera will not see that because we are over here. We can say something like this. Now, remember how we had that single door over here. We might actually be able to use this. So this single door, if I Oh, no, wait, we cannot really use that because if we use that, it would start to mismatch here at the top. So that's something I need to keep in mind. So instead, what I will do is wherever we want to have a door, so one, two, one, two, so around here, we have a door. What I can say is I'm going to grab up pillar A, and this is S, this is why I find it annoying with our train. So you know what? I'm going to set my train back to zero. Sorry, you will have this flickering effect. I was trying to just get rid of it, but I do not simply trust if I do not work exactly on the grid. And if you find it really annoying, you can just temporarily, set the terrain lower. Or what we can do is we should be able to also turn off the grid by going to show, and then literally turn off the grid. That's something that you can also do. Yeah, that's something I can also do, of course. One, two, three, four, and I'm not sure. Let's look at this from the side. So I want to make sure that I do cover enough of this. So I'm also a bit worried about these areas over here, but that's something that we can see because we can just do, overlapping. So let's actually go Oh, let's set our snapping now to, like, around 100, although we most likely just want to, like, turn this off. Yeah, let's set the door around over here. And what I can do in this case, for a door is I can simply have this piece because this is one of the few times that the door can actually sit on top, which is very handy, so we don't need to go inside of it or anything. What I can do is I can go ahead and I can set this door to start over here. And then if I just simply duplicate this plane, I don't know. Oh, let's turn on snubbing. I'm not sure if this will work as well as I think it will. If it does not work as well as I think it will, then of course, we are simply going to make an extra piece that is just without. It's just like a five meter piece that is just like a simple plane. That is something that we could actually do. Let's do that because I just remember that we need it anyway. So we can simply grab this concrete block white, and we can just go ahead and we can press Contra C Control V. And what it will do if you do it in Contra C contravene instead of duplicating it, it will also duplicate your actual layer over here, see. You have this one, but it will duplicate your layer. Then what you can do is you can just rename this, and I'm going to call this plain underscore wall underscore A, press Save. And what I want to do with this well is I'm just going to go ahead and start by click Hold Shift and then just do like a double click so that you loop around your selection, and these the end just delete it. Then select these two faces and bridge them like this. And then you can also get rid of this edge because it no longer has any support, so you can just press controbgspace to get rid of it. And there we go. So now we have this flat plane. Now, this one is just a matter of me going into this scale and set this to 0.2, which seems to be the average that we go for. And I can then just go ahead and quickly export this call this plane on the scoe while on the score, A. And we will basically just do this as we go along. When whenever I feel like I do not think it will work, then I'm just going to quickly throw in an extra piece. Here we have plane while A. I'm just dragging this in here. Press Import. And now I can simply decide that for this one, I want to turn this into a plane while A, and then what I will do later on is I will just simply throw on a door over here and you do the trick. It's a double door that should have enough space. So very easy stuff. Now, over here at the end, we have a little door, a different door. So what I can do is I can just go ahead and duplicate this. Snapping is still set to 100, but that's fine. And then just grab door A. There we go. So we know this is going to be the corner. Now I also know that I will most likely to create a pillar that is on every single corner. And what that pillar will do is it will hide the transition pieces because right now, we didn't make any corner pieces. You can make entire corner pieces, but that is quite a bit of extra work, and I personally want to avoid that work just because it's a tutorial. I might do it if it was, like, for production, but not for something like this. So what I'm going to do now is we now need to have the top piece. So what we can do is we can duplicate this. We are at 2.4 meters. This means that this is not even, but that's no problem because all we need to do is turn off snapping, grab our concrete block white, which is the one that we need. What I'm going to do because here it's sticking out quite a bit is I'm going to set this without snapping over here. And have it just below this piece that it will hide and then just move it forward, see? That will instantly also hide that extra trim, which doesn't look very good on here, but will look good on other locations. But what I can do is I can now just move it forward as much as I want, start to turn on snapping again, set this to 500, for example, and start to press CtraZ Contra V in order to duplicate it. And that should still now all nice and even duplicate, and then over here, what we can do is so here you have the cut off, as you can see. And that is in this case, it's a bit of, like, a tricky one because there should be more images, right? How is this being cut off? So this is just like a plain wall. I'm just Oh, I see how they do it. This piece sticking out, although you cannot see it from this angle, it is actually just like a tin trim that is sticking out, and the actual wall behind it is still on the same level as this wall. What because it is that, that's why this transition over here looks normal. Okay, so that is interesting. I didn't see that. The way that we can fix that, I don't know if we want to even fix it. You? Oh, yeah, they are. Okay, so the way that we should be able to fix this, do I want to fix that? I quite like having it sticking out like that. I think that looks quite interesting. It just means that over here, we might need to do a different type of transition. Because if I duplicate this and turn it into a single window A, it would need a transition like that or we need to move this back again. Doesn't give me the most precise -40. So let's set this to A -40 on the XX so that it is exactly straight. Okay, so that would just give us an end like that. Hm, I do not really like an end like that, so we might actually go around the corner for this one, and that we have it as more like a bulky building that it is just an entire piece sticking out like that. But I don't know if that would be logical. So in the light of this, I think what I will be doing is I will be making an extra piece. I had a quick thing off camera about this because I didn't want to body too much with this kind of stuff. So what I will do is this stuff can still stay the same. So all this stuff we can temporarily just delete it, and then just do like a proper duplicate just so that I don't need to change the position anymore. So we are going to have this piece just sitting nicely on top over here. I believe that we can it set this to 24. Oh, no, sorry, here, 240. There we go. Exactly 240 so that it is even. So this piece we replace with the concrete block. Sorry, concrete block white over here. So that can just stay the same. That shouldn't be a pum. It's just that we will place another piece in between here. So let's turn on snapping. And let's see. Let's first of all, build this building, and then we will have that piece sticking out there. I have a feeling that because I still feel like we need to move this a little bit further back because Elsa just feels like wrong. Like here, you can get this trim. But the trim it doesn't look nice, but we cannot move further back. So it must be just like some kind of an optical illusion kind of thing, not so much optical illusion, but that is just it's not as it seems. Let me say it like that. So I'm just going to go try and follow the reference as logical as I can, which means that after we've done this stuff, we need to add another window piece, and then we need to add a roof piece. Now, we can actually do that with probably one. So what if we do this? What if we duplicate this window piece, and this will be 480 there we go. This is going to be double Window A over here. Yeah, yeah, okay, here it does make sense. Fair enough. So we have this. Now, I know that over here, there is this transition going on. See, where it goes around here. But you can never see this. So I don't really mind because our camera will literally not go there or in this direction. So I'm just going to leave it like this. And what I will do is later on, I might just play some cubes there in case there is some shadow difference. Sorry, I wasn't thinking. So I'm going to have this one. I'm going to duplicate it again. A cool thing inside of what you can do is you can simply select this number and press plus 240. That's what do is, it will work as a calculator and it will just add to 40 to this rather than me trying to do it out of my head. And then I'm just having the concrete block tin, I believe, is the one. There we go. So that should give us a look like that. No, is that the same building? Yes. That is so freaky. That is sticking out. That makes no sense to me, but it might be because this is I think this is like an Asian country or something or something in that direction, and we do it a little bit different here, it feels like inside of Europe. But I still need to get that trim. So we will probably I guess we will just like place another trim here. I hope that you can see, you can almost the transition looks too clean. That's what I mean. It feels too clean between the two. But okay, fair enough. In that case, I'm just going to leave it like this, and I will trust on the fact that if I follow my reference, it will work. So I'm now just duplicating both of these, save some time. And then what we will do is we will finish this chapter off by just creating extra trim. And after that, I think you have had, like, a fairly good idea of how this actually works. Oh, sorry, let's set do plus to 40. Is this correct? Zero. You need to be at 2:40, right? Yeah, zero, 24240 plus 480, I know, but it wasn't really. Okay, so we got that piece. And then over here, we get, like, this corner piece, which looked like it's ending there. But for that one, I cannot see. So I'm not sure how I'm going to go around here. I have a feeling that maybe we just want to go ahead and create a piece, and then we probably go in and what I'm doing here is I'm just rotating this to see if I can make it feel like it's going around the corner here. If I would make this like 2.5 meters instead of 2 meters, then it goes around the corner. I might be able to do that and just do it that way here. So 2 meters. Let's say 2.5 and export this. So export selection plane while A. Oh, sorry, no, not plane while A. Concrete block Tin. Yes. And then we just need to be careful about our actual textures. So here, concrete block in, right click, press reimport. And now looks like that's what I need to do is because I am breaking our metrics a little bit right now. But I should be able to just get away by just doing this by hand, placing it like this. There we go. Okay. So at least now, if we just keep an eye out about our textures over here, that should just give us the feeling like it's going around the corner. Okay, so we were going to work on, like, a trim, I guess, something in that direction. Yeah, I'm just kind of trust on the fact that it works. And else I will just simply change it. It's no rocket science. So let's see. We got this piece over here. I was hoping that I can simply just go ahead and Control Contra V so duplicate the layer. Let's go ahead and rename this as, Trim underscore A, something like that. The select this, and now this trim all I'm going to do is I'm just going to art a loop, and I'm going to add the loop around over here. Yeah, that should be thick enough. And then just simply delete everything else. Quickly select these two phases. Shift click, bridge them. There we go. And I'm just going to go ahead and export this trim underscore A. I know that often in three D, there's also another type of trim, but those have to do with texture. So let's input this. Okay. Trim A. Another nice thing if you just want to quickly get this on the same location, you can select the model that you want to get relocation from, right, click on location, press copy, and then select your other model, right click and press paste. And now with Snapping turned off, what I'm going to do is I'm going to move this forward and move this down. There we go. And hopefully this will give us the effect that I'm looking for. We will see. I'm a bit skeptical, but it should work. So 500 snapping. And let's start duplicating this. And then, of course, at the end, we most likely still need to create one piece. That's why I want to keep everything so even because now here we only have one piece that is slightly different, and it's just being a bit of a pain because now we have all this stuff. Now we can do, again, the rotation stuff, but with this trim, might be handy because we might need to use this more often, where we can just go ahead and we can contra Contrave it and then just rename this. Trim underscore B. And the reason for this is because once we made trim A to final, Trim B, we can literally just cut in half. So it's like almost no extra work. So we can simply select this. Do a quick connection and press Enter, and then just delete half of it and bridge the end. See? And once you've done that, you can simply go ahead and export this as trim underscore B. There we go. So here's trim B. Import that. And now we can go ahead and grab Trim Bada, so we got this stuff over here. These windows, they have the continued trim, and then over here, it ends, but I'm fine with that because it does the same over here. We need one more on the top. What I can do is I can simply select all of my trim as that we have over here, and I can turn off my snapping, duplicate this, and this needs to be above the windows, just above it. Like that. And if I now have a quick look like this view, if I have a look at this view, I feel like the trim, because it's sticking out so much, it has trouble to even see the extra top so that might be something that I want to play around with, but that's something that I'm going to then do in the time laps. So you now have a general idea of how we are going to create these modular pieces. What I will do in the next chapter is I will create a time maps. I will narrate over it. Don't worry. And all I'm doing is I'm simply starting to build all of these buildings. Once you get a sense of it, I would say kickback, listen to some music, and just go to town with it but do have a quick look at Taps because I might be creating some very basic extra pieces or I might be rotating my pieces or using my pieces in a certain way to get this to work. And yeah, for these windows, I believe that we could reuse this stuff, but that's something that I will have a look at, if it makes sense for us to just push this out like over here in order to have, continuous trim going around here. But again, I'm just going to go ahead and close this chatrov Don't forget to press Save Aal to save all of your stuff. And in next chapter, we will start by continuing to create our blockout. 6. 05 Setting Up Our Blockout Pieces In Unreal Engine 4 Part2 Timelapse: Okay, so here we are in the time labs. So what I'm doing here is I'm just better positioning my camera, and I'm just creating a new camera in this location just by going to the drop down and press Create camera here. And I'm basically just playing around the field of and espritio. Now, don't worry about this because after T labs, we will revisit this in real time. This was just for my own preference so that I can kind of see where I need to go. And now, what I'm going to do I want to start by just trying to create this trim around here that you can see, because I want to go for, like, a continuous trim. But I had a little problem, and that was that the trim is not big enough to cover the rest. So I'm just pushing it out. Now, on my screen, I see some graphical errors, but I'm sure that is just in the editing software. So let's hope that you guys don't have that. But yeah, basically, over here, I'm just re importing that where I made the trim a little bit bigger, and I'm now just, like, carefully moving that you can see here, see? So I just nicely, like, move that around so that it looks a lot better. Now, over here with the top pieces, what I decide to do is I decide to duplicate them another time and just duplicate them up another time so that I can actually see the top bit over there. So that's just basically it. And for the rest, I'm just trying to match the reference. So it's quite basic stuff over here. What we're going to do now is we're just going to start working on the other building that you can see over there. Now, first of all, I am using two of these pieces in order to, like, kind of get a feel for the width of the building, basically. So here I'm just temporarily placing the so that I get a feeling like, Okay, so roughly where would our building need to be? And then I just place it into position. I then simply place my first piece and I just try to match it up with my reference, roughly where it's going to be. And once I've done that, I'm just duplicating a few up until the point where you can no longer see it because it's behind the camera. And at that point, I don't care about it anymore because it won't be seen anyway. It would just be a wasteful work. Over here, I'm just adding these windows, and I could see that the windows feel like they are lower, as you can see over here. So that's basically what I'm doing here, I'm moving my windows a bit lower, so I'm clipping it into our other object. But at least this way, it is simply matching our reference. And over here, what I'm doing is I decided because I need a bit more of a bigger flatter face to just have one of those in between pieces like that because I just needed to match it up. So I'm basically just creating one side, and for everything in this, I'm just trying to follow my reference. After which point you just turn on snapping and you just once again duplicate it all over. And there you go. So the next one. So there is another building that is sitting here next to it. It's actually white aligned to it, and then there's a building that is just sticking out in the top, as you can see. It's a bit tricky to see, but that's why I'm now looking through my reference to figure out exactly where the building is. And I could see like, okay, so this one needed to go upwards, and then we would have a building sitting behind it, which would create that silhouette that we have. And that's basically what I'm doing here. So I'm just figuring out exactly where I want to place this, and I will be playing around with this a little bit more here and there just to get it to look white. And over here, I'm just using one of our top pieces. And this is just to, like, give it some kind of, like, a floor just because I was a little bit worried. If I didn't do that, that you might be able to see it. And for the rest, it's just literally me playing around and just trying to get a square looking building and just getting that to work correctly. Now I will still be revisiting this a few more times. Also, if your light is too bright, just set the intensity of your directional light down like I'm doing here so that you can see things a little bit better. But yeah, basically what I'm doing over here is I'm just having a good feel about, okay, how will this all fit together? I just keep looking at my reference, I wanted to just like a flat wall in this area just because it doesn't need any detail. You can barely see it or anything like that. And over here, that was just me playing around just clayton corner because you never know something in that direction. Now I'm just using the plain walls that we have created. And at this point, what I did start to realize is that this top bit of the building comes out a little bit more. So over here, I'm just reusing this piece, but that's not important. Here, you can see that I realized that it was coming out a little bit more. So I had to make this extrude a little bit more. However, I couldn't do it because we didn't have a short enough piece. So I went in and I simply went ahead and I grabbed a plain wall, and I just cut it in half, basically. So here I just created like a plain wall B, and I just simply add one connection point and I cut it in half and just delete the rest. There you go, see? And once I've done that, I'm just exporting this and re importing this and importing this, I mean, there we go. So now we have a shorter piece, which will fit a little bit better with our design. So just an extra plane while I'm making it a bit ticker just to match up with the other windows. So instead of 0.1, it went to 0.2, and I'm just basically using that one. And that seemed to do the trick to get it to look a lot more like our reference. So to get it to look quite nice and proper. And at this point, over here, I'm just quickly grabbing this piece just to create some kind of like a ceiling on the top. I just sometimes like to do that. But over here, you can see that in our reference, the window was a bit lower. So once again, I'm just moving this down, creating this ceiling or this block sitting on top of it, because I am like the metrics aren't that precise anymore at this point. I needed to do a little bit of hand movement. So that's what I'm doing here. You can see me just carefully doing it just by hand, but that isn't really a problem that much, especially from that distance. If I find the problem, I simply fix it. It's literally just some positions. Now, over here, what I'm doing is I'm creating a pillar, and the pillar is literally just going to be a cube. And I set the cube to 0.5 and 0.5 in the width and the thickness and the height to 2.4, just so that it matches up. And then once again, set it into corner and just call it pillar B and import this. We want this pillar for the corner. Having these on the corners, the transition will be a lot better because we are not making these pieces to have a corner transition. So the pillar is the thing that comes in to make that transition feel more realistic. And on top of that, it's also just like a nice change because we can give it a slightly different material, which will make it look interesting. Also, you can do a little bit of scaling. It doesn't always need to be 100% precise. You can just play around with the scaling a little bit. Don't be too worried about that. Just don't go too much because if you go too much, later on, what will happen is that your texts will look stretched. So pick your battles, I would say. I'm just basically placing this pillar in certain locations where I feel like it's logical, L over here, we have another corner where it just feels logical to have this pillar over here. So I'm just duplicating it and just giving it like a proper scaling. There you go. And over here, I'm just creating a very quick corner just in case, and maybe that later on I would want to create this building. Also, it's good to sometimes do this for shadows to make sure that the shadows do look realistic, depending on the sun angle. You will see me later on at the end of this time laps also work with that a lot more. But yeah, right now, I'm just trying to get the general look of the building, just the general positioning and everything, and, of course, just getting the correct pieces in here. That's what I'm basically doing here. This one actually took a little bit of twice to get it to look correct because I made the spacing a little bit too big, but you will see how I solve that. I just keep switching to that camera that I created in order to roughly get a logical location for this. And that's what you will see me doing here. Over here, I'm just once again doing the trick where I place this window down inwards, and I believe that I was actually not happy with this. I believe that this effect didn't really look very good. I actually end up just having the window on a normal location and just moving the bottom pieces into the ground. So you will most likely see me do that in just a second. Yeah, here, see, like I'm experimenting. And the problem is these windows are not aligned. So first of all, I'm just going to go ahead and move this into the ground. But these two windows, they are not aligned, but they are aligned in the reference, so I need to fix that. How do I fix that? I go into Maya, I go into my single window C blockout and I simply select the window and move it up so that now it should be aligned with the other windows. So now it's nicely aligned, and that makes it feel a little bit more logical because windows are often aligned. It doesn't make sense to all of a sudden just have different heights of windows because imagine if you're sitting inside of the building that just doesn't look very logical. And over here, what I'm doing is I'm just playing around with scaling. I went for like two pieces on the side, but then I changed my mind later on, so I just removed one side of it. You can also see that in my camera, it's too far to the right. So that's what you will see me working on right now where I'm just playing around with the scaling, and I'm just trying to figure out exactly how far I need to go. You can see in our reference that there is a tree there that's kind of like blocking off the view it's stuff like that. And that's what you can see me doing here. So I'm just playing around with it, trying to get it as close to our reference as possible because these are the biggest focal points of our environment, of course. And now, just to cover myself, I'm just quickly creating a backside just in case it's needed just for the shadows or just because for some reason, you can somehow see something. You never know. So that's why I'm just trying to quickly do that. Like, that kind of stuff doesn't take too long, so I'm not too worried about it. I'm also over here once again playing with my camera, setting my field of view, most likely a little bit lower just to get everything to work properly. And what I'm doing over here is I'm just following, once again, my reference and just creating that building that you can see on the side. Now I'm just simply grabbing these pieces because the building is only sticking out a little bit, and I basically just do it this way where I just cut the window in half the out building, but you will not be able to actually see that once the entire building is done, see? So you will not actually be able to see that there's anything behind it. So to you, it will just look like that it was intentional to be like that. And over here, I'm just duplicating this. I still need to replace some of the pieces, but I'm just getting this like the basics. And now I just keep looking at my reference. I just keep trying to match my camera actor a little bit more and playing with my field of view, setting it to 55, just to see if I can get that Zoomed in effect. But once again, we will work on this much more clearly in real time. I didn't want to really spend time on it, but it was kind of like needed for the blockout. And here, I'm just replacing these pieces. I end up actually going for two of the tin pieces. So you will be able to see me doing that here, see? Because s just didn't really match up, and I felt like, Okay, it's fine if we just have two of those that would still look cool. So it wasn't really a problem. And if it becomes a problem, I can always fix it later on. It's just stuff like that, basically. And over here, what you can see me do is I'm just once again double checking my work. And at this point, I'm grabbing a cube from This is an actual cube just inside of real engine, and you can just find in your place actors. And I'm just grabbing some random cubes, and these will mimic buildings. They should never be in view. You should never be able to see them. However, you might be able to see the shadows. You can already see it happening over there, see? So you can see the shadows, and that is the whole goal. So I'm creating these cubes to mimic the effect using lighting and shadows as if there are more buildings around us than we can see. Of course, because those buildings do not need any detail because it's literally just a silhouette, you can simply go ahead and you can do it this way, by creating some big cubes. Later on, we'll just make them just gray. They don't need anything. All we care about is some lighting. And for now, this is, like, totally fine. There's more than enough there we need. And it makes it instantly feel like the environment is a lot bigger like that. And yeah, I just place this in certain locations just because you never know how it would look here. Especially affects the shadows on the side, but we are still going to change our lighting. That's why I'm working on that. Over here, I'm just placing, like, a flat wall or a wall with some windows like this, but it's just like one single wall. And this is just a block of the view over there, because in real life, this has, like, a view to, like, a mountain and everything. But of course, do not really want to spend time to create an entire mountain for now. So we're just going to block off the view like that. And for the rest, I'm just grabbing my pillars, placing them in a few more locations just to make them look correct. Make sure that you do not have any clipping. So that's what you see me doing here. I'm scaling down my pillar a little bit, just on the width and depth, just to get it a little bit smaller so that it fits a little bit better. And then I'm just duplicating this pillar over. To the top and then scaling the last little piece so that it at least kind of matches the top. And there we go. We can go ahead and we can now duplicate this over here. And this pillar, once again, it will just look nice and cool. And if we give this different material, it will give us some nice breakup. But yeah, this is starting to look really good. I think the modular pieces worked really well. So I'm quite happy about that. So what we can do in next chapter is we will just quickly go into real and do some more balancing with some basic lighting and just getting a general sense of the environment. And after we've done that, we will most likely start turning our pieces into the final pieces. And that's probably what we're going to do next. Here I'm just taking some creative freedom and just placing some pillars in the center just to once again break up the surface. We are later on also going to create modular pieces, but for now, this is about it. I'm deleting pillar A because it turns out we never used it, so we can just as well, get rid of it. And now let's go ahead and let's continue to the next chapter, which of course will just be a normal real time chapter. 7. 06 Turning Our Blockout Into Final Meshes Part1: Okay. So as you can see, we are now done with just some basic level design over here. Of course, still lots of stuff to do before we get to this point, especially with the floor and the foliage and everything. But what I want to focus on next few chapters is I just want to go ahead and actually start by making these windows. Now, one thing to remember. So these windows, some of them have different positions. Now, that's no problem. That's easy to do because we can just make the windows with the pivot points at the centre so that we can open and close them. The only thing that's a little bit tricky is what will be behind them. So if we look at these windows, we can just have black behind them, but I wonder if that is going to be enough or if we're just going to have a very basic room behind it. Hmm. I think because you can see all this stuff that we're going to go for a very basic group. Now, there is a technique, but I'm not sure if we need it, and it's basically a technique in which you can fake as if there's a room behind it when you rotate around it using Parallax mapping. I've only used it once before in my life. So I'm not sure if I want to show it in a tutorial because it's been a while. But yeah, something like that, we can do. So if we go for some final models, these models are quite simple. Now you can see that we have tiles. I do actually want to probably later on when we have a texture, turn these tiles and have actual jom tree in here just to push quality bit because this model is so low pool that we can push that a little bit extra. But for now, what I'm going to do is I'm just going to go ahead and go to Maya. And if I have a look, for example, let's say this model. So this one was already pretty good. Now, we are going to use just a few very basic techniques. We are going to use the weighted normals technique. Which is basically a technique that will make your model look hi poly without actually needing to do any type of baking or anything. Most of this modeling is going to be super, super easy because the textures do a lot for this. The only thing that will take a little bit longer is going to be the windows. So for the weight normals technique, I will show you that on this one because it's very easy. Basically, what you need to do is I'm first of all, just going to do the actual modeling, so I can see down here at the bottom in my reference. It also just has some nice just some nice reference. So what I'm going to do is I'm just going to go ahead and place a loop let's say around here. The only tricky thing is that I want to make sure that it is even. So you know what? I'm just going to go ahead and quickly create a cube over here and just scale this down. And the only reason that I'm doing this is so that I can get like an even distance because this cube is there we go. Oh, because this cube is, of course, even number. So that looks good. So now what I can do is I can simply go to my actual model, and I can say, Okay, I want to place a loop here, and I want to place a loop. Oh, loop over here, pretty much something like that. Then you can get rid of the cube, and now all we need is we just need to select this phase and this phase, and we just need to extrude this, and I'm just going to extrude this like a tiny bit. Now, this is also a way to normals comes in, but I will show you. So first of all, I'm going to extrude this a tiny bit. I'm going to extrude this over here, and it should be on the local normal. Yes, it does. When I say local noming, I mean that it extrudes per phase direction. So you can see that this one goes outwards and this one goes down. So once you've done that, I'm just saying this because in blender and max, it's a little bit different. You actually need to select it. Once you've done this, because it's around the corner, there will always be some warping. All you need to do is select the font face and scale it flat, and then it just becomes perfectly straight. And you can just do the same over here. Tara. See? So that's actually already it for the models. Now, for our weighted normals, what we want to do is weighted normals need to bevel. The reason that they need to bevel is because there needs to be a little bit of a buffer. I have actually on my YouTube channel, which is Fast Track tutorials on YouTube, I have a free super detailed tutorial on how the weighted normals work and why you would want to use them and everything. So in this tutorial, so you can check that if you want to have a more complicated explanation. But here, basically, we need to bevel because we are going to smooth this. If we would smooth this. So for example, let's say we select everything. See, I'm just going to do that as an object, select everything and then just go ahead and go to mesh display and go to soften Edge. What you can see over here that's happening is because these eggs are correctly are immediately connected, they will have very strong smoothing like this. So what happens that if when we add a bevel, let's say we add the bevel to these three points. What will happen is this bevel will create a buffer for the smoothing. And as soon as I just go ahead and I just do contra B. So I should use my menus, but I'm used to Shoga and set this to like 0.1, for example. So it's just like a small bevel. Now if I go ahead and just smooth this again over here, and I just have this button, what you will see happening if I turn off my interface is that there is a buffer in between here. Now, unlike Tres Max and blender, Tres Max and blender actually require a tool to do this. However, Maya does it automatically when you do this kind of smoothing. It is pretty good at the bases, but there are pay tools for Maya if you want to improve it even more. However, in the spirit of this Tutoil, I will not do that because I don't want to make you pay for even more tools than we really need. So yeah, here you can see that it just creates a simple buffer, and it will make this pace fairly flat, this phase flat. And then in between, it will just do 100% smoothening, like we said it, W, and it will just create this effect like we have a nice round edge. Now, we also, of course, have now problems over here because we still have all these flat pieces down here. Do not worry about that. That's something that we'll fix. But first, even this one, as I said before, we simply need these bevels. So I'm just going to go ahead and I'm going to alter add the bevels here. I feel like this edge because this is such a large asset. Remember, it's a large asset. I feel like it's worth for us to alter the bevel here, and then I'm going to show you technique when you do not want to add bevels. So let's do contre B, and 0.5 is actually fine. So if we would go ahead and smooth this, you can see that now we have this really nice edge sitting around here. Okay, that is good. So these etches around here, what you basically want to do in order to not have any smoothing here, it's super simple. I like to go to tool settings, and No tool settings, where are you? Modeling toolkit. Yes, Modeling toolkit over here. It is also in Windows, and it's like in modeling, modeling toolkit, in case you cannot find it because I think I moved it from the right side to the left side. Basically, in here, you have, where are you? Where are you selection constraints? I think, here selection constraints and then angle. And then if you set the angle to five, for example, basically it will select all pass based upon an angle of five. Now, because it is flat, it will mean that it will automatically just select all these faces, and that means that it will save us some time needing to select those pieces. Now all we need to do then is we need to go to mesh display, and I'm actually going to art this to my bridge. So harden Edge, I'm just going to control shift right click here. So just like harden edge, and there you go. So now it will still have the smoothening around here. However, it will have a harsh edge here. And the reason that we want this harsh edge is because, of course, you can never see it because in our scene, the has edge is pretty much Oops, don't move my camera. Hasdge is pretty much always hidden behind here. So we have that done. And now, basically, all I want to do is I'm going to this is very important, what I'm going to tell you now. Something that is in real life is that nothing is ever perfectly straight. Sure, things can look very straight, but not always. Especially things like buildings and concrete, you can see here this line, it's not a perfectly straight line. You can see that there are some warping in this. This is natural. It's just because it's organic. It will always happen everywhere. Also over here see, there's always a tiny bit of warping going on. And this is actually a very key point that makes things look more realistic without people really being able to put their finger on it. It's something that you also learn, and in the game industry, at least for A games, it's something that you often really need to use. So of course, for us, it's a little bit tricky because we are having pieces that we are re using, but we can still add very small warping to this to make it look like this, make it not look perfectly straight. And that's something that we will do with many pieces. So for pieces like this, basically what I tend to do is I tend to like art a couple of edges over here. And then I can start by just doing some warping. I'm going to turn off my selection constraints, and I'm going to start by, for example, let's say I grab these pieces over here, and I simply move them back a little bit. I need to be a bit careful that I do not accidentally break any modularity, never touch these areas over here. But for now, let's just move this back and maybe move it down a little bit. And let's also just se this one here. I'm just going to move this back just a little bit and I'm just going to move this one forward. It's very subtle, but on the bigger scale, it will hopefully show up. So we got this stuff. Now, so I'm just I have a bug that it doesn't always save my shelves. So over here, if you want to clean up all your inputs. So this is all the stuff that we've just done, you can just reset the history by going to edit the lead by type history. This will keep your mesh clean and often also prevent any bugs from happening. But let's say that we have this. So let's say that this is considered a final model for now. We might edit it after we've got the textis, but let's say for now that Okay, I'm happy with this. And while I'm saying that, I'm actually not happy with this because I just want to move this down a little bit. And maybe this one also. There we go. Just make it look a bit more interesting. Okay, so we got this final match. Now, all we really need to do is we simply need to go to file and Export selection. And as soon as you would override it. So let's say an FBX, this is concrete block white. Yeah, we simply want to overwrite it in our same export folder. And then if we go in here, we have concrete block white, reimport, and there we go. So now, you can see that we have these really nice soft edges. Now, it might not be as impressive right now, but the soft edges, what they also do is they also interact with lighting a little bit better, so it will give you a nice effect. Now, next to this, it's subtle, but you can see very slight warping. It's a bit hard to see when we have better lighting. It should be better, and if it's not better, then we can, of course, improve it. That's basically the general idea. Like this, we are going to turn our models into final models, and then what we're going to do is we're simply going to update that. The only thing is that for our windows, we might want to make some few more variations, or we just want to make a few windows and then have the windows as separate models that we can then just duplicate over and over again. I think I think doing the windows separately will probably be faster. It might be a bit annoying to place them, but I feel like it might be faster to do. So I think I'm going to go for that technique. But for now, what we can do is we will leave the windows until last and just start with some easy stuff. So concrete wall white. Fine. Wall plain, those are already fine. They are literally just plain walls. All they need is a texture. Trim A. Trim A is most likely going to be, let's see. Yeah, I just need to double check. So Trim A is this one, right? Trim A. Yes, it is. So trim A, all I will need to do is I just need to add some deformation, so let's add a few extra segments like this. And then because I know that trim A is often sticking out, I can just go ahead and I can, let's say, let's move this one down a bit and out a bit. This one out a bit. There we go. That should do the trick. Should give us at least a little bit of, like, variation. And all we really need to do for this one is just like these two edges, do a quick Contra B. Let's make this Contra B a little bit bigger. Point No, that's too big 0.2. Yeah, let's go for 0.2, make it a little bit smoother because I don't know, it just feels smoother, basically in some of these areas. I do know that over here, I am changing things, so because I keep forgetting that this is another extra trim. So this is actually this trim. Now, if I have a look, I don't mind having it added on this one because you never know when we can use this bottom piece. But what I'm going to do for this is just to make it a bit more interesting is I'm going to add, like, a line over here. Now, because we have this broken piece like this geometry over here is broken. There's a few ways that you can do this. I will show you two ways. Or you can go ahead and you can connect this. Press Enter. And I'm just using the Cato over here. So you can do the same over here. Okay. And now that we have fixed this because now there are no longer end guns. Now they're all quads, now you are able to add like an extra edge around this, wherever you want. This I would probably recommend doing it this way, but just in case you want to go for different way, if you press space, and let's say you go to your sideview, what you can do is you can press the cuttol and the cuto also works as a slice tool. What you can do so you can literally click and drag, and that is more if you want to have a perfectly straight edge around. Here, see? So that's the difference. So then you get a perfectly straight edge, while now you get this one. Now, I'm not sure which one I should go for. It doesn't matter too much, I guess. Let's go for straight right now that might actually look a little bit nicer that it's just started to peel and warp around these areas. And once you've done that, all you really need to do is let's go to our side view, select all of these pieces, then just select these two faces. Over here, and this should already be round enough that all we need to do is we just need to do a quick extrude, and I'm just going to extrudes using the blue Aoki and just give it a little bit of an extra bump like that. And don't forget. You just need to go to Edge mode. On large models, sometimes it sometimes has a bit of trouble selecting the actual edges. In that case, you zoom in. There we go. I'm just going to give this like the tiniest bevel, which because the bevels react based upon the edge size, it already does that for me. Okay, so now it's just a matter of setting everything to smooth, turning on selection constraints on angles. And that's like this piece because they don't have bevels so smooth doesn't work, so let's make those harsh and there we go. And here we can once again export selection, trim A. I do always just like to check just because N looks cool, but also just make sure that we have everything done before we move on to the next one. Yeah, so that will look nice once we actually have two different textures. So we're going to have a texture for the tip and then texture for the base. So here you can also see the warping. The warping is maybe a little bit too strong. So I'm just going to go ahead and go in here. And I'm just going to go into vertex mode and just move. Oh, selection contrag still on. Let's turn it off. Okay, let's move this a little bit further back in. Let's hope that that works. Yeah, that looks a little bit better. So, okay, so for now, I'm fine with this. It's always a bit difficult to see in context, or without textures, I mean. So over here, we also have, like, a short trim it looks like. Now, the difference between the big trim and short trim was literally just a how you say it, it was litting cutting this in half, here, see? So what I'm going to do is I'm just going to go ahead and I'm going to Oh, the shot trim I need to be very precise, of course. In that case, what I'm going to do is I'm just going to go ahead and I'm going to hello, I was selecting you. I'm going to get rid of these edges, control backspace. Sorry, I just mean backspace. I keep force habit. That's just a force fabit. And I'm going to go ahead. Oh, I'm doing this all wrong because I need to, of course, duplicate this. So this is trim A. If I just go ahead and I don't what to do that. Okay, fair enough. Basically, what I'm thinking about is I I don't know why I did that. Sorry. I'm trying to controls Contrave, but the thing with Contrac Contrave it creates an entire new layer, but that's no problem for now. I can fix that later on. I was trying to duplicate it, which normally works just by doing, like, a duplication to leave it. I guess I could have just gone to edit and then do duplicate, but I didn't think about that. It's just one of those things that I sometimes forget. It looks like that what I did is I accidentally this is confusing. So I accidentally selected the Wong trim for this, which means that what I'm going to do is I'm just going to select this and throw this into Trim B, rtselected objects. Right click and delete the trim A layer, right click and rename. Where am I? There we go, double click on it. Trims A. Yeah, I'm still warming up in May after using Max for a while. So let's go ahead and now turn off Trim A. And now what we should have left is trim B. And for trim B, what we can do is we can simply we can probably just cut it in half. If we just do like the connection, where are you over here? Select these edges. Connect. There we go, Enter. Face select. And then delete everything else. And then now what we can do is blockout, we can just delete it. There we go. So that was my goal. Took a bit of a turn, but basically, I just want to go ahead and just get this piece. And now at the back, what I can do is I can just go ahead and fill the hole. Now, because this is flat, same as on this side, we do need to connect, some of these pieces because else, they might break it side of unhel. Does it always happen? Most time unreel does is good at fixing this kind of stuff upon Import. But why cha the chance? I can just spell learn you the correct techniques, which is cleaning this up. Or at least I can show you like once. Another thing over here. So this is quite annoying. So what you can also do is you can also go ahead and just delete this. Double click so that you select all of the edges, and then just deselect these two sorry, vertical edges. Because now what you can do is you can just go ahead and you can add a bridge. So Shift click and add a bridge. There you go. So now that is connected. Okay. This piece, I'm just going to add like maybe one extra segment. Just give it the tiniest bit of warping doesn't need to be much. And this should all still be correct for rest. Yes. So for the rest, what we can do is we can just put this as trim B. Here we go. And re import, see? And now it just perfectly fits. That's why we had to just keep it here so that it perfectly flows over like this. Okay, so that was a very extended overview of how we're going to do the weight normals and how we're going to apply it everywhere and the general techniques. Now, in the next chapter, what we'll do is we'll just go ahead and continue. It will be a real time chapter, but I will go a little bit faster with it so that we don't spend too much time too much time on it. So in the next one, what I'm going to do is, let's see, trim. We're going to start with concrete block tin, for example, and we'll take it from there. So let's go ahead and continue with that stuff. 8. 07 Turning Our Blockout Into Final Meshes Part2: Okay, so now we're just going to go ahead and continue through this a little bit faster. So this piece is often used around here. If it is used around here, let's see, Okay, so it looks like this, but we could do this trim over here probably with, like, a texture. So I'm not too worried about that, although I have a cool idea, but I'm not sure if I can use it. Okay, I have a cool idea, but for that, I need to see. I am I'm using a double. I basically wanted to create a trim around here, but if I do that on this one, I'm not sure. Can we get away with that? You know what? We might be able to get away with it. If this is the only place where we use them double, I had this idea of doing this, basically. So the top, oh, make sure that you don't accidentally move it. So this piece is going to be easy. This is simply going to be a contra B and just set it like 0.05 too much, 0.02. 0.01. There we go, just like a SIB one. And then I should have done I should have. Sorry, I'm really dumb. If I do that now, I cannot actually do what I'm doing here without needing to clean up my mesh. So what I actually had in mind here was to just place like an edge here and another one around here and just cut this piece out so that we have a little extra trim around here and just use that. But of course, I first need to do this because else I cannot the bevel over there. For these pieces, very simple. All you need to do is just double click on this edge, and then just de select these two edges over here, and then just go ahead and bridge this. There we go. So, for basic modeling, like this, I do expect that you kind of, like, know already how it goes, so I'm not going to spend too much time on it, explaining it's just doing some bridges, bevels, and it's really easy stuff. Um, yeah, okay, I can live for that. Actually, one thing I might want to do is just quickly go to your target weld and just weld it like this to make your mesh a little bit cleaner. There we go. It's always a bit tricky working with really large meshes for the moving around and everything. But I might have already noted that. I'm just going to add some pieces, give it some small variation. I need to be very careful because as I said before, we are duplicating these pieces up. But hopefully, actually, maybe for sticking them out, it should be better. If I stick them outwards, we should not get as many arrows or anything. And when I say arrows, I just mean that it looks a bit off. So let's say something like this. Let's smooth it on strain selection. Okay, and I want to just get rid of this one, this one, and this one, and sharpen. You can delete it. I personally don't do that because you never know how I'm going to use these pieces, and I might actually need to be able to show, like, a tiny bit of it. But okay, let's see this concrete blocked in. Yeah, this is what I mean. So we do see a little trim around here, but I feel like that it might not see even from this point, you cannot even see it anymore. Probably when we have text on it, you might be able to see it. But I just like to have this trim more for this area in case we have a camera close to here, we just get something a little bit more interesting down here. One thing I yeah, as you can see, I probably want to move this forward so that it actually fits a bit better. If I go here and just go to my site view, select all of this stuff. What I want to do is, I'm just going to simply move this forward until this point over here is on our center. And because this all duplicate it, we shouldn't need to worry about any mismatches in snapping like that. So should should already do the trick. Concrete blocked in. See? There we go. And that will just give us a nice extra trim around there. Yeah, that is fine. Am I using them here, too? I am. See This kind of stuff here becomes a little bit tricky, but what we can do is we can just replace this with a simple window or something like that. We do a simple plain wall. But for now, we can fix that later on. I'm not too worried about it because we got the same thing going on over here anyway. Or maybe you want to go all the way around. You know what? I'm just going to cut this in half of those pieces. But that is something that I will fix later on. I first want to just get all my meshes done before I fix that kind of stuff. This one, we cannot touch these sides because they need to I'll be tiable, and this is just a door. So it is a doorway, so it probably doesn't have anything special in it, except for probably, well, a door. So, it's too bad I cannot see it. I'm basically thinking of what I'm going to do with that door. So I think I'm just going to, like, grab an extra or I'm just going to make an extra door later on when I make my first door anyway. So for now, just move this back a little bit more. And let's see. So a doorway like this, if I place a door in here, then this should only be concrete, which means that we can just bevel these pieces because even the framework around the door will all be handled by the extra door that I'm going to make later on. So for now that's who had said to 0.03, a little bit more, 0.05. There we go. And just go ahead and select our model, smooth it, and I want to deselect this one, this one, this one, this one, and this one, and just make it sharp. Yeah, it should be fine. So the door will be hidden in front of that. So we can go ahead and we can export this door A. Yeah, there we go. That's easy. Okay, no problems. Now, what else do we have? We have our single window A. So these are just going to be windows, and now they're going to be without frames. So because I'm going to make those frames separately, as we have discussed, and knowing that, all we really need to do for these pieces is pretty much the same as the door. So most likely this will just become like a black material. So I want to move this quite far back for now, just to make sure that I'm covering our bases, and I do not need to add any bevels to that. I just simply need our bevels here. So, luckily the blockout is just very similar to our actual finals. So let's see. We have all this stuff. Just do a quick contre B, 0.05. There we go and then just smooth this. And I'm just going to once again select all of these pieces that do not need any smoothening and make them harsh. See? There we go. So that's single window A. Yeah, this stuff is really easy. I chose this environment specifically because I wanted to keep the modding quite easy and just show the power of just the textures and the rendering and everything. And that's what will happen with most of this. Just the windows is pretty much only modeling that we really need to do. And any other extra special assets? Let's see, single Window A. Where are you? No, it's not that one, right? Did I not use this one? You can go up here in your world Outliner and just type in single. Huh. I am missing something here. I must concrete block white. Why is everything called concrete block white? It makes no sense. See? Because it's not like that. Okay. Fair enough. It doesn't matter that it's cut like that. It's just strange that it is cut like that. But anyway, we have single window A just in case that we use it. I will off camera just check if we have actually used it, but it's not that much extra effort. So let's now go to our double windows. Okay, so our double windows are going to be a bit different because this is where we actually do have a little bit more geometry going on. It looks like that this stuff, it's pretty much merged in here. So we don't need to worry too much about that. It will mostly just be different textures. But what we are going to do is we're going to get started by just deleting these temporarily window frames that we have over here. Because as I said before, we will just make the windows separately, and I'm going to make them supermodular so that we can just nicely, move them around and stuff. I can even make them that we can rotate the windows inside of wel, if you want, so it should be easy. Okay, so let's see what do we have here. So as I said, this top piece, it is pretty much already attached. All we really need to do is maybe move this back and just delete the back face because we do not need it. Same for this stuff. In this case, what I'm going to do is I'm just going to go ahead and delete all these back faces because we do not need them, and I'm just going to go ahead and I'm going to make it in our shaded that the shadows cannot go and shine through our back faces. Same over here, move this delete. There we go. So, let's see. I think I should probably be looking at this. Yeah, it looks just like all very basic stuff. So over here, we do have, like, the problem that, of course, down here, we do not want to have a bevel. We kind of, like, want to just end the bevel here. Now, with a piece like this, you can pretty much just cheat. And first of all, what we need to do is we just need to go ahead and let's make sure that there's less clipping here just by moving this little bit close online. It's okay to have a little bit of clipping because you can never ever see it most likely. And if you do, we'll fix it. Basically, when I need to make stuff, fast, it's my mentality. Like, if it is a problem, then I'll fix it, but I'm not going to spend the time fixing something when it's not a problem yet and when there's just a smart chance of it becoming a problem. So over here for this bevel, the nice thing is because we have this bar over here, we can actually hide our bevels behind it. Now I'm going to get started by just going to the side view. And I'm going to select this edge, and I'm going to select this edge or these edges, sorry. I cannot speak English. And then I'm just going to do a quick contra B for these 0.3, probably. I want to make them a little bit smoother than most pieces just for the sake of because they are far away from the camera. And now for these pieces to hide the barrel, we're literally going to hide the transition of the barrel in between here. So we can simply add a split edge and just add an extra edge and just move it down there. And you can do this with all of them because the top, it will just end, so we don't need to worry about that. And then here these sides, we just need to have one piece. There we go. For this one, I am actually going to go ahead and I'm only going to get rid of the vase over here. I'm not going to get rid of It's Come on, I'm trying to select you. I can just press H to hide it if I want. Oh, let me just quickly add this shortcut, and then I can just press a quick show just to show it back. So basically, get rid of those stop faces. That's no problem. It is because we merge everything together that sometimes it's a little bit annoying, but basically what I'm now just doing is I'm just grabbing these edges just to make the jom tree on the back end a little bit cleaner. Go. So I'm just doing that just to make it a little bit clearer. And basically, now, all we need to do is we just need to slack these edges over here. And because we have an edge over here, it will not continue down. So, I can speak. All that will happen now is if we set this to 0.05, for example, maybe a little bit lower 0.04, no 0.03. There we go. All that will happen now is that this will now have some nice bevels, and you can never see the transition happening between them. Even though the transition does, of course, plus H, here see, this is how the transition looks. We don't care about that. All we care about is getting some baffles there in the place that we can see it. So that's about it. This will be like a black material. This will just be a simple concrete material because it looks like we don't have tiles on those areas, which saves me a lot of time. And let's see, is there anything else? So I think the rest is just fine. So I think we don't need to worry about the rest. Yeah, that looks like it's just, like, very these buildings in general, they're very simple. So that does make it a challenge to make them look interesting because they're so plain, but for now, it should be fine. So let's go ahead and smooth this. And I want to, first of all, start by just selecting the base, harden this. Oh, hey, look at that. We have you know what? I'm going to delete my base because I don't think we need it. And this one of the few cases where it is in the way, I'm going to move this up because this is our little pillar and just delete that. There we go. So these pillars, we need to keep. So I'm just going to select this hard and edge. Sites I do want to keep. So let's also go ahead and just make that and hard and edge. And the reason I want to keep the sites because once again, we are much more there's a much bigger chance of us moving this forward or backwards the moving this up and down that we are able to see anything behind it. This stuff, I don't even know what the stuff is. That's the thing with a blockout that we just need to do some cleanup in order to make it look all correct a logical. But I think for the rest, this is already good. See? So now it just turned into quite a basic model. So if you just export this double window, I said double Window there we go, Let's go in here and double Window B, re input this. So I think this one is this one over here. Yeah, there we go. That looks correct. Hmm. Ah, this is this is not lining up. I'm just double checking that the reason that's line up is not because I accidentally moved my mesh. Oh, no, it's not. It's it's just me being sloppy. So then for these pieces, what we're going to do is we need to just move this back. But all that stuff, I don't have to focus on that right now. I like to keep my tutorials in different chapters. So right now, the chapter is going to be making this in the final, and I will just have later on, like a bug fixing chapter. So we got that one double window A, double window A. If we just double click on our pillars, and the back piece, and then just do Control shift I to invert our selection, and then just delete that, there we go. So for these ones, once again, very easy to get rid of the top let's get rid of the bottom. You know what, we can even get rid of the center line. So let's backspace it. See, this time I remember to actually do a backspace instead of contrabgspace, because blender is contrabckspace. It's all very similar to the shortcuts, but not 100%. Okay, one thing to remember, this one will often transition into this one, which means that we do not want to the bevel there. We just want the arte bevel on the inside over here. So contra B, 0.05 Yes, open survive should be enough. And now if you just go ahead and do a soft select and then select the sight over here and then do a harsh select. There we go. Let utter ready do the trick. So let's export this double Window A. There we go. And now we just go ahead and go in here, we have a double Window A, reimport. See? Easy does it. So we will have many different windows behind there. The only thing that I might want to do is I might want to just select this face and just move it further back since I can. There we go. And then export that. Double window A, yes. Okay. Single Window B. So single Window B pretty much looks like the same thing as before where we can probably like, you know what? Let's leave the top in this case, but we can remove the back. So it's bi angle, delete the back and the back faces over here. Yeah, that's all fine. Now if we just go ahead and go to our side view, we want to bevel these pass, yes. Stop by doing Contra B here, 0.2. Probably, 0.2 should be fine. And now we have these two Contra B, 0.3. There we go should be fine. All I'm going to do is I'm just going to go ahead and double click on this mesh. And actually, you know what? I'm just going to go ahead and I'm going to separate this. So over here, you have your separate button. So you can separate this, and that just makes it a bit easier for me to select it and move it instead of me trying to mess around with just trying to get it all done within what element because you can just merge this, of course, together. It's just something that I do try to avoid because I'm lazy, basically. So now you can select both of them, and as soon as you press Control J or combine over here, combine because I can remember that shortcut Control J is not for everyone the same. So let's just do combine over here just to cover everyone. That's now all combined, so now we can smooth it again. And now what we can do is select by angle, and we can say, I want to Harsh angle dose. And if you forget something, you can also very simply just have a look at it over here. This one is actually a problem. Let's just double click press H to hide this stuff. Okay, so the problem is over here. We should have just beveled all of these bits over here. So let's just do quick tre B. Set this to one. And now I do want to just do some cleanup because now the geometry is a little bit messy. So if we just do, like, a target weld and just start by welding some of these pieces together so that they look more like a normal bevel, Yeah, there we go. It doesn't need to be perfect because it's hidden anyway. But at the very least, we just want to try and get something that at least for the smoothening works properly. There we go. Let you do the trick. And it looks like that they're already smooth. So I just in case I can go ahead and do it again by just smoothening this and then just selecting the backside and setting those so harsh edges. And, of course, now, what you can do is just press unhidal huh? What the hell happened to you? Well, that makes no sense. I am unhiding everything, so but this mesh was not attached to it. I'm just going to go ahead and I'm just going to see if I can undo this because this should not be correct. I doubt that I can undo this far back. Okay, there we go. I don't know why it did that. That's very strange. No, it's here. It's even broken still. There we go. Let's just separate that. If it does that again, we will just go ahead and automatically separate it. Do the same over here, and then I will just go ahead and I will isolate this one mesh because it shouldn't do that. So that's why I don't really trust that. See, I'm just redoing this. Sorry about that. I will twice go quickly. Here we go and lost one. And you know what? I'm just going to select everything, and I'm just going to do a No, not normals. Sorry. Let's just leave my history. Oh, God. What did I do? I didn't know What did I press? Average normals. Talk on normal display. That's what I did Accidentally said to talk on normal display. What I meant to say is I want to go ahead. I want to go to merge urtess and then merge and then set this to the settings. And I'm just holding Shift a right click. I'm sets quite low, way too high. Let's try it again. Come on, Undo, thank you. Try it again, merge vertices. And let's set this to 0.05 presupply. And hopefully, what it does is it will merge some of these really small vertices that are super close together that I couldn't see together. And now what I can do one last time is do the smoothening. Harsh angle to this, unhide. Oh, sorry, I mean I'm in isolation mode, so I don't need to unhide. And now I can just select all of this stuff. Make sure it's all still in the right position. Combine finally. Okay. This is going to be what is the name single window B. So that's pot selection, single window B. There we go. Re input this. I think it is over here this one. Okay, so that now looks correct. What I will do is I will actually end the chapter here because we are a little bit overtime. So in next chapter, we will just go ahead and we will finish off the rest of the windows, and then we'll actually start with the window meshes, which will take a bit longer to make, but they should look very nice once they are done. So let's go ahead and continue with that next chapter. 9. 08 Turning Our Blockout Into Final Meshes Part3: Okay, so we are almost done with our windows, and after we've done that, then we can just go ahead and move on with the actual real modeling, I would call it, which is going to be our window frames. So for this one, I learned my lesson, so I'm just going to separate this so that I can isolate this piece, and now I can just go ahead and go to edges, and I can just, you know what can I maybe just track this it probably still takes Oh, wait, sorry, select biangles. Turn on that turn it off. I feel like this still will probably take more time for me to drag it like this and then undrag yeah, see, I don't think it will save me. It doesn't even save me time. Fair enough. Doesn't really matter. That's good. So we don't need to back. We just need these front pieces. So let's do a quick contre B 0.2 ish, I would say, outside of isolation mode, and then this one. Actually, for this one, I'm now going to go to tool settings and just reset our pivot so that I can actually see it. Move it down a little bit. Yeah, what you want to do with this one, select the backface and just delete it. And then for all of our font faces, we can just go ahead and select them. I'm going to turn on my geometry preview. There we go. 0.2, also, actually 0.2 is also fine for this. I think that is it. You can remove the back, actually. I think maybe for this one, it's actually good because it has quite messy geometry in the back. Let's just delete that. There we go. Let's go ahead and just combine these two pieces back together, and let's go ahead and smooth them. Modeling Tolkat selection constraints by angle, and then just quickly select the pieces you do not want to have 100% smooth and give them a harsh edge. Single window C. There you go. Alright, click Remport. Not sure where this one end up with. Am I just making pieces that we do not use? No, I must use this. Oh, wait, here I use it. I was thinking like, that would have been strange. By the way, where you combine stuff, sometimes it kicks it out of the layer, so you just need to re add it back to your layer. But yeah, you will notice soon enough when that happens. Same for this one. This stuff is pretty easy. It's already correct because we can just do basic clipping like that. I'm not too worried about that, so let's separate this. Let's isolate this one. And this time, I'm just going to select it by hand. Because that end up being faster. Contra B 0.1 this time, no less. 0.05 maybe. I think that should work. Maybe also just go ahead and delete the back. And I'm going to go ahead and go outside of isolation modes like these pieces. Just go back into isolation mode so that I can easily second. You can just ddt multiple objects at the same you should be able to dit multiple objects at the same time. Okay, that's weird that it doesn't work. Now, I'm 100% sure that you can edit multiple objects at the same time. I don't know why in this case, it decides that it doesn't work. Come on, Edges. Okay. Ignore me. Ignore what I'm saying. Apparently, I don't know Maya as good as I thought I did. But luckily, in this environment, pretty much everything that we'll be doing is base modeling. So because I'm keeping it universal, so you can use it in every single program. And yeah, this modeling is simple. It's really basic. Great for beginners. If you happen to be more of a beginner, just because it's easy stuff to work with, yeah for the rest. Let's go ahead and combine this. It's not going to be too difficult. I'm going to smooth this. Select these pieces, hard edges. Oh, let's not forget the inside. Hard edge, there we go. Sing on Window D. Okay, so that's that one ready to go. It's fine. So let's see. What else do we have? Concrete, thin concrete strip. There's going to be like a vent in here. I once again, I am not sure. Or it can be like a little window. A vent. Now, we are going to go for, like, an air con vent. But what I'm going to do because it's so high up is I probably will just use a texture for that. I don't really think I need geometry for something like that. So it's quite interesting that there is literally black behind all of these windows. But yeah, I guess it makes sense because there will just be like the rooms, they will not have any light, so it will just be dark behind it. But anyway, so for this piece, I guess all I need to do is remove the back. And this time, just in case I'm going to go ahead and I'm going to Oh, I keep getting to turn off select biangle. What I was going to say is I'm also going to select the back edges like this. Contra B. This one does not look correct this bevel, but we'll see it might be just a jom tree. That's two point yeah, you'll see, it's just a geometry. You can try and reset the history or the transforms, but honestly for this piece, I can just as well move these up a little bit. There we go. And now I can just go ahead and do a smoothening. And when I say reset the transforms or the history, what I mean with that is going in here and go to edit the by type history or to go to modify and then freeze transformations and then reset them. And basically, that sometimes fixes the bevels. But I think I already showed you that I hope I did. So I showed that before. And I'm sure that we will come across it again later on. So thin concrete strip A, yes. And while I'm here, I can just go to the pilar because the pilar all we need to do is select all of these edges, do a quick control B, and set it to 0.1. 0.07, probably, actually. Smooth it and then just harden edge the top and the bottom. So yeah, we got also just go ahead and export this. Builder B. Okay. So as you noticed, many of these pieces, I did not do any deformations on them. It's most of the time just because this kind of stuff is too small and we reuse it too many times. Like, if I'm adding like a little kink in one of these areas, and we will be duplicating this window four or five times, then yes, it will become too visible and then it won't look very good. I will most likely do quality pass later on, way later on in the video, once we've already done, textures and everything, just to make sure that we can push the quality and just make it look extra nice. And then I might just go in, do some extra changes and create more variations or something like that. But for now, let's just quickly go into reel. So we have thin concrete slab A reimport. Yeah, it works per fine. And pillar B, reimport. Pillar B is a tricky one. If I add maybe see, one, two, three segments, let's just go ahead and let's dd, not that strong. Let's add a little bit of like a bump here, a little bit of a bump here and a little bit of like a bump here. So that on different angles, we just have very small variation. This is going to be pillar B. So let's export that. Let's reimport this. So let's see. It is subtle, but it is there. So I think for now, it should be fine. I might make it a little bit more intense later on, just around these areas like here or see. So you can see if we move up, you can see that it is there. Okay, so we got that stuff done. Now, before I want to start working on my Windows, I just want to improve some of these really large base pieces that I have over here. First one all these one. So it looks like that we keep rotating these. Okay, so over here, we don't really do anything, but over here, we also turn these into normal pieces and then we keep rotating them. What I want to do is I'm going to go ahead and I'm going to create a piece. So this is number concrete block Tin, I believe, is what it is. So we have concrete block Tin. What I'm going to do is I'm just going to go ahead and contrace and Contrave it. And I'm just going to call this one, where are you? Block thin underscore short. And this one, we're just going to cut in half, so I'm just going to get rid of these center segments. Make sure to turn off concrete block in. Let's try it again. Backspace, there we go. And now select all of these. Oh, see? No, I need to do Control Backspace. Yes, because else at least the erzes. So I was white. I was white. Here, basically, it's doing this, just to show you. Backspace seems to be getting rid of the edge, which is the same inside of Tres Max and blender. However, it keeps Divertzs. So in Maya, you need to press Control Backspace. So sorry for the confusion, though I'm sure that you've already noticed. So yeah, Maya Control backspace to get rid of that. Um, this is just shortcuts. It's just something that if you use multiple programs, I've said it before. It's quite an annoying thing because it's hard to get used to it when you switch between programs. For example, yesterday I was using Max day before I was using Blender, and now I'm using my argon. So just to give you a sense of things. I'm just going to go ahead and do a actually, no, well, let's just select these edges and let's just do a quick bridge. Oh, wait. You cannot do a bridge if you do not have the same amount of faces, unfortunately. So instead, what I'm going to do is, I'm just going to do a quick fill hole. And I'm actually just going to leave it like this. I first want to see if this works. So let's go ahead and export selection, and I'm going to call this concrete block thin underscore short. And let's export this as an FBX. Now we can go in here and we can just go ahead and import this. All the settings should still be the same, okay? And now for these pieces, what I will do is I will delete them. And then if I have these two, I can just go ahead and turn on snap I can copy, paste them, place them in here, and then just replace them with the short version. See? So now it goes around here. And then around this area over here, I am honestly not too worried about it, and that's because you cannot really see it. So that's something that I would go after on how to fix. I will most likely just fix it by moving this forward and just doing some clipping work. For example, if you want to do it, you would grab this. Scale it a tiny bit back and then grab this one. And because we have a pilar that is breaking everything up, you can, for example, use this piece and then duplicate it. So that's a way that you can fix those kind of areas if you want to. I said that I was going to spend time on it, so now I still did, but I will. These pieces, I think I can for now live with that because I will just throw some decals on top of that, so I'm not going to worry about that too much. And these areas over here, what I'm thinking about is maybe because they should work both at the top and the bottom, we should be able to maybe rotate this 180, place this in here, and then we do need to adequately move this up up until let's say here. No, probably a little bit higher. Let's see. No, no, no, up until here, it's fine. And I'm just going to quickly cheat and do it this way where I can now just go ahead and duplicate this, rotate this 180. The only thing that's a little bit annoying is that over here, that is a little bit annoying. Trying to get it to line up properly and everything like that. Yeah, here, it wouldn't work, but we can probably grab this and we can replace it with the short version over here. There we go. So we replaced with the short version. And then what I will do is, at this point, I will just simply merge this in here. And because I clip it in there, it will be very hard to even see that there is, like, a difference, and then I don't really care about the back because we cannot see the back. All we can see is this. So you can see I'm really focusing just on the stuff that I can see. Okay, so we got some base models in here. What we're going to do now is we are going to start working on our windows. So I'm going to save my scene. And basically for the window style, I think I want to go for a profile like this, but then I do want to have the windows being able to split up and being able to open. If we have a look at this, it looks like that the top windows are always the ones that you cannot open, and then the bottom windows you can open, but they do look the same. Basically, what I'm thinking about is if we go to unreal, because I can remember. Let's go out there. I can remember that here. See, these windows, they would probably only be three because we made them lower than that we made these windows just to compensate for the fact that we have different pieces. So I'm just going to go ahead and I'm going to make these windows basically as like a square. So if I make this as a square with three different windows, I can duplicate that square up in order to make these windows. I can use that square also on these probably because I can make it into two, although we might want to create some variation, of course, in the windows. Um, these ones are also tree windows. So maybe we can reuse that if we keep it close. So we'll see how it looks. What I'm going to do is I'm going to go for a profile I think I will use this one as my main reference. This one and then the bigger profile will be like this. So it's quite simple. It's just a thin slip, bigger slip, even bigger slip. So it's just like a pyramid style. They often use that in Windows. So let's have a look. I'm going to use my where are you double window, A or B. I'm going to use double Window A probably as my test subject over here. What I'm going to do is I'm just going to go ahead and I'm going to quickly select an etche over here, and I'm just going to a very quick single connect. I can get rid of this later on. It's just that I know exactly the center point, so I know how to divide up the windows. Now, all we need to do for Windows is we first of all, just need to create the actual trim profile. For the trim profile, many ways that you can do it. Inside of Toys Max, I would recommend using splines. Inside of May Blender, I would recommend using probably just a plane, but you can use a cube if you want. So I'm just going to go ahead and create a plane. I can set my segments up here in the plane. So in the settings, I can set those back to zero. And I can go ahead and I can hold J and just rotate this 90 degrees. So what do we need for this? It all depends on we just want to have it even basically. Because we want to have it even, I don't even care about the actual scale of it yet. I just want to create a profile and make that profile even. So I'm going to select these edges. I'm going to add a tool settings, double connect, press Enter, and I'm just going to scale this out. If I scale this out, it will become even double connect. Then what I can do is I can just extrude this forward. And it's a if we look at our reference over here, here, this is like a thin strip. Now, what I'm going to do is I'm just going to go ahead and select these edges again. Again, double connect. Hello, I said double connect. Oh, I think it broke. Invalid edge in next. That's not good. In that case, let's just get rid of these bottom faces. Maybe that's what's causing the problems. So let's try it again. Double connect. There we go. Now fix it. I don't know why, but oh, well, so we now got this piece. And now I just simply do one more extrude like this. And now we can just delete these pieces because this is all we really need. Okay, at this point, we just want to go ahead and we want to scale this down and in a little bit. So we can very easily decide how thick we want to have our profiles to be because everything we did was in an even number. I do actually think that I want to make these pieces a little bit bigger. So just select them, scale them out a little bit. And that means that if I have these pieces, I actually need to extrude these back because this is where the end is going to be. So let's give this a ty. We need to be able to fit in three windows. Where are you? There you are. Okay, so we need to be able to fit in three windows, but they need to be able to open, which means that this will be the back frame, and the windows will slot most likely in the second piece over here. So this is just going to be like surrounding frame. I'm going to scale this down and scale this up. I should probably just set my scale to 2.4 or 2.5. I have cut. Last time I worked on this was last weekend, so that's why I'm just warming up a little bit. This should be fine. I'm just going to go in with my ertzes and just make sure that it hits the tips over here. See? Just like that. Okay, so the next thing I would need to do is I would need to divide this up. Right now, it feels like it's to tick. So if we go ahead and I'm just going to use this as my guinea pig, so I'm just going to place a loop here. I'm going to place another loop over here so that I can cut this up because now I can just select these edges, and I can just do even cuts here, and I can say, Okay, two cuts.'s press Enter. So our window frames need to be one over here. One over there and one over there. But as I can already see is that it would make our windows very thin. These ones can go halfway over here. So actually, the window thickness, I'm going to make it like a tiny bit thinner, not too much, just like a little bit. So I'm just going to go ahead and grab this and scale this in a little bit more. And also let's make it also a little bit thinner on this axis. Move it inside, like that. And now if we just go ahead and go to what are we? Top hue. DL. Okay. Fair enough. Let's do the front view if it doesn't want to show me this on the top. And basically, very easy, what you can do is you can just go ahead and set your pivot point on the center. However, this is the grid center. I want to actually see the where are you? You'll turn off the grid, and let's just go ahead and just do like a see through because I want to see the actual center of my polygon. So, if I just set my pivot point because I know that my pivot point is in center, if I set that on center, I know that I'm in the right location. So at this point, I can just go ahead and I can duplicate this. Sorry, my zooming in and out is very sensitive for some reason. And now let's duplicate swans. And what I'm going to do later on, I'm just going to simply cut this in half for this window. There we go. So we now got some base frames over here. And another thing that I forgot to do, but I guess we can just do them on all of them at the same time is to simply select these pieces and add some weight normals to these, or some bevels, I should say. So let's just do contre B. 0.5 is actually fine. Yeah, I did forget to add those. I should have done that before duplicating, but I'm just going to very quickly Add them like this. These pieces, what we can do is we can most likely just start by selecting the top and the bottom edge over here and do a single connect. Here's a one in the center and just press Enter. And now we're just going to go ahead and go to top view and zoom in. I want to just go ahead and select, this side, delete it. Make sure that you push this edge inside of your mesh that you do not accidentally have it floating in front of it. And do like qui entre B. Okay, we got that one done. And we can do the same over here where I can just go ahead and select this stuff. Connect it, Enter. And delete. And contra B. Okay, so that stuff is now all ready to go. So I can now just go ahead and select all of this and just do a quick shade smooth, and that should already do the trick. Okay, so that's the base frames. Now all we need to do is we need to go ahead and probably use one of these because remember, I'm going to cut this in half. If you want, you can already do that, but I will do it later on. I'm going to duplicate one of these, and I'm going to rotate this nicely 90 degrees and go to probably my site view over here. Sorry about the rapid zooming in and out. It's probably because it's just very large meshes. Or maybe it's because this messes delete that. Maybe that is it, that is throwing off my zoom in and out. So we got this one, so it is like the bottom of the frame. And if we just duplicate it and rot it is nine degrees. So, by the way, for these pieces, it might be worth just scaling them in a little bit. There we go. So as I was saying this piece, we can just simply move it up here. And I'm okay with this clipping over here. You will not really be able to see it, especially because we have a window sitting in front of it. But let's say that these are going to be our base frames. Now in here, what I need to do is I just need to add, like a singular edge down here and then just delete everything else below it. And then we have exactly half a window, and then all we need to do is we need to focus on the actual window frames. And I wonder, shall I give the window frames like handles? Because this environment is more like a grand picture. It's not so much like oh, look at how exact everything is no matter how close you get. Oh, actually, you know what, for these ones, make sure that you scale them all the way until they're hitting the concrete. There we go. So, I will actually explain to you after I've done this what I mean. Just in case you don't understand already because yeah, it's more about the bigger picture. It's not so much about the tiny details. The tiny details, you can alter yourself with the knowledge that I'm giving you. I'm just simply trying to teach you as many things as I can in a short time while you're still getting a good result. So yeah, I'm going more like the bigger picture. My intention is that when I look at it like this, it looks amazing. My intention is not that I'm going to set my camera this close and that I will be able to see every little perfect detail. Now seeing these windows, a few things that I am going to do is I'm just going to add some very basic hinges over here, just to indicate that there's something there, but they're literally going to be cylinders pretty much. How do they open out? This one opens out like this. This one opens out like that. And the second window also opens out from left to right. Okay, yeah, so you can open up both windows. That's fine. I'm going to make it so that I can open them up inside of wel engine. So that's something that I also need to keep in mind. Oh, we are quite a bit over time. So we have our base frames. Let's go ahead and save scene. If you want, you can already start adding these base frames to Window A. So I can just go ahead and add them or select them, create a new layer, Arts like top jets, Window underscore A. And it's safe. There we go. Okay, so in the next chapter, we will just go ahead and create the actual window frames. We will test out inside of unreal engine, and then hopefully it will look all good and nice, and then we can continue with another variation of the windows. 10. 09 Turning Our Blockout Into Final Meshes Part4: Okay, so we are now going to continue with the window. So this window, it basically looks a little bit simpler. So it looks like just like cube with like a little bevel falling off. And we have that on our side. So let's go ahead and do that. And I think I will just make this as one piece. Although, of course, technically, in Windows, these are separate pieces, but they are often pinched together so tightly that you cannot really see that. Who knows? If we are going to end up doing, like, unique textures for windows, we can actually just make it inside of substance painter. So I don't really want to do that in geometry. I think it's not really worth my time right now. I'm going to do is I'm going to get started by creating cube. So I think a cube, in this case is a little bit easier to work with. Let me just grab the centre window. So this window, let's see if I move this back. So it needs to slot into this piece over here. So I move it up until this piece, and then same over here. Let's see. Select the back. There we go. So we're making it quite thin, but that should be totally fine. So now we basically just want to fill up this entire piece over here and also down here. And now, yeah, we have two thicknesses. We have the side thickness, and we have the central thickness. So if we first of all, work on the side, and I think what we can do is we can just delete No, wait, sorry, we do not want to delete our back because we are going to have the ability to open these windows. So instead, what I want to do is I want to slag both the front and the back at the same time. And then I just want to go ahead and I want to do a let's just do like a simple extrude, but let's just then scale this flat over here. See? Let's grab the blue slide, hopefully. That's too bad. I expected that because it is long, you cannot scale it as uniform as I would like. So instead, I just need to do some manual work to scale this properly and just try and get an even scale. I feel like the top is still a little bit thicker or a little bit too thin. There we go. So that looks to me like it's pretty even. Okay, so we got those pieces. Now what I'm going to do is, I'm just going to go ahead and I'm going to delete this, isolate this, and then bridge these faces together, and then we can just add the extra bits after that. Yeah, so we bridge this stuff together. We want to go ahead and you know what? I need to make this a little bit ticker. I know that it means that we will pass beyond the frame, but I don't think it will look very nice if we don't make it a little bit ticker. So yeah, basically, create this frame. You can now go outside of isolation mode here. So yeah, okay, maybe move back a little bit. Just trying to find a good balance between them. But anyway, at this point, we just want to create a quick bevel here. We do also need to place a bevel in the corner, but those bevels are more for the weight to normals while this one is here for an actual artistic look. Oh, 0.5 is actually pretty spot on. Okay, fair enough. So it's no problem. Edges. Let's select these edges. We want to have two. Yes, we want to have two of them. So if we just go ahead and place a connect, set the segments to two and then go ahead and just press Enter. Now, first thing you want to do is you want to select these segments and then scale them flat like this. And the reason you want to do that is because, of course, we want to work with nice straight edges. After we've done that, we can just select all of these vertss and we can move them out because it looks like the center is bigger than the top two pieces if you look at your reference. So just basically replicate that. And then what you can do is you can select the edges, and you can press Contra B, and doing a fraction on a flat face will simply split your edge in two. And now we can just say 0.05 maybe. Yeah, 0.05 seems to look correct. And at that point, if I just go to isolation mode, do I also want to have a bevel on this side? I don't know if that even fits, or if you know what? I will have a bevel on this side, but I will have it very small. I want to have like 0.3 or something so that it is on purpose smaller. But basically, after you've done that, all you need to do is select these few pass. Come on. So movement is again sensitive and these and then bridge it because faces over here because you can also just bridge actual faces. Now, one last thing that you need to do is you just need to scale this in so that you actually get the bevel also on this side and probably also scale this in to get the bevel on this side. And now let's just go ahead and I'm just going to press F to zoom in. Just because these pieces often so small that it doesn't even want me to zoom it in. There we go. But then also what I sometimes do is I just drag like that. There we go. Bridge edge, bridge faces, I mean, bridge face. Scale this down up until this point, there we go. Okay. So now that we have done this window, now what we can do is we can actually make it work with all of our weighted normals. So we need to get all the corners beveled. This corner is tricky. We want to bevel this because we need to get the weight normals on here. However, right now this is too small or right now this will become too big, I mean, to bevel compared to the rest. So what I'm going to do is I'm first of all going to bevel these because these can be a little bit bigger. We can go to like 0.2 for these. And then for these pieces over here, I'm going to simply select them, but I'm going to give them such a small bevel that the bevel literally is only intended to support the smoothening. It barely has any actual geometry. It is just here to support the smoothening. So we need to also do that in these corners over here. Let's not forget. We don't need to do it on the back because that bevel is small enough to be covered by the weight normals. It's just because these ones, they actually need to look like a strong bevel. And if we just ignore that and just smooth this, then this will just look like one big smooth piece, and I don't want that. So double check. Got everything selected. Think so. So let's just go ahead and start by doing a bevel. And that set this to 0.2, something like that, see? So that still stays very sharp. And now when you do a soft selection on this, if we turn off our edges, see, we can still see that we have a harsh bevel nicely around this. Okay, so we have a window to get started with. Now, if I go outside of isolation mode, this window still needs two more things. It needs an extra frame, like you can see over here. And what I have decided is because yeah, I cannot really see door handles here anyway. I'm just not going to make door handles. I just imagine that they are on the inside and that they are hard to see. So that's just me cheating my way out of extra work, basically. Definitely, go ahead and make door handles if you want. All you need to do is just throw on a metal texture on those or even wood because they are often also made for wood. So for our actual ring, the way that I'm going to do that is we need two things we both need the glass, which is just going to be planes, and we need those rings which are going to be like a cylinder. And let's set the cylinder to, like, very low. Eight sides, probably probably eight sides. Maybe we can even go down to six, but let's start with eight. And then you just basically want to scale this down. And scale it up a little bit. And we are simply going to push this in here. So scale it down up, and most of this what you will be able, here, see, let's go for six. Most of this, what you will be able to see is simply going to be the actual texture change rather than the actual geometry because geometry, we are just going to do something like this. So I do not expect my camera to be very close to this. Because that's not the goal of this environment, I expect that you will just be able to see it and that you can make up your own mind what it is. And of course, it will look logical. Don't worry. I am going to make this look logical. We are so close right now to our object because it's such a small object that the camera starts to clip, but we're almost done. So what I'm going to do is I'm going to select all of these edges. I'm going to add a double connect, yes, double connect, scale that up a little bit, and then add a contra B at like 0.2, something like that. And now what I'm going to do is I'm just going to simply insert this. You know what? Let's also add one extra edge just for the sake of it over here and over here. And let's go to our modeling toolkit, select by angle, and let's start by selecting the Sorry. Start by selecting the face and also scale that in. So over here. And we don't need any smoothing on this. I think maybe that we just do a full shade smooth on this here, see? So you just get a general silhouette and then what I'm going to do is if I look at it from a distance, I need to scale this up a little bit more because I was looking at it apparently too close, so that sometimes happens. If you look at it so up close, it's often hard to really get a sent for scaling. So we do that and we then duplicate this also over here. So we now just have these two pieces, which means that we can just rotate this open. And basically, the way that we are going to rotate this open is we're going to start by, for example, for now, collapsing these two over here, so collapsing all these pieces. We still need to have glass in here. So for the glass, there are some broken pieces. So we might create some variations, but for now, let's first of all, focus on actually just getting in just the base glass. So let's go ahead and add a simple plane. And subdivisions can be zero. So we are going to just make a nice glass shader inside of unreal, which is just going to be very simple, but it's just like some dirty glass that we can use. So this piece, what we can do is we can push it in here and just place it nicely in the center over here. And then I'm just going to go ahead and turn off select Bangle and just move this up. There we go. So yeah, we will make this two sided inside of the engine. I'm just going to select all of this again and collapse it. And now I'm going to show you how we would, like, rotate this inside of wheel. So basically what we would do is if we go to the top, can go ahead and go to tool settings and edit the pivot. And we are basically going to snap this later onto the center and inside of wheel, we are just going to group it and make it like a nice model. But this is how it would look like. You change your pivot like this. If we go outside of isolation mode now with this pivot changed, see? You can simply rotate this window open around its axis. And like this, you can imagine how we can just create a bunch of different variations. So for example, this one is now done, and all we really need to do is just duplicate this over here. Just make sure it sort of fits Okay. And then on the other side, we need to open it. Oh, no, sorry, we need to open it. This needs to stay on this side. So this one will open. I'm just looking at the directions at which they will open. So this one will open like this. And then if we just duplicate this, all we will need to do here is we just need to go to measure. I tend to just simply go to mirror and mirror it on the Y Z xs, no. Y xs? No. I'm a Oh, wait. Of course. Let's turn off cut geometry. See? There we go. And then what I tend to do is I tend to just select the old one, just burst delete. There we go. And then the reset. That's so far what I found the best way. I have a feeling there must be a better way of doing this to just quickly flip it because often tools just have like a flip button, but the flip button, there's like another one. So you have mirror, but you also have symmetry on here, symmetiz and these two do not seem to work for me. I know that they need to work with face selections, but for me, they do not seem to work. So if you happen to have used Maya and you happen to know a better way, then please feel free to let me know, and I will include it into the next course, of course, because well, yeah, I get to know everything, of course. So I'm doing my best to know as much as possible. But an artist will always learn. It doesn't matter if you've been doing this for one year or 50 years, you will always stay learning. But there we go. So this one and now we can very easily inside of a wheel, we can start by doing stuff like this and we can open them, and then whatever is behind it will just be black. So let's say that we have this one. I'm quite happy with that. Now, I just need to quickly double check if we grab these pieces over here, I'm just going to combine those also. And that's mostly just to make my life a little bit easier. So I'm going to go ahead and press, combine, select these, and I just want to see how this looks if we duplicate this over here. We might need to do some Oh, no, sorry, we don't need to do scaling. There we go. Okay. Yeah, I think that works. I think that works just fine. So we have our window. Let's turn off our double Window A so that we can select everything rearti to Window A. Now, another thing that I want to do is I just want to now because this is its own mesh, just make this look like a little bit cleaner and just nicely, and it on those sides over here and over here just to make it look a little bit nicer. There we go. But that's just a very basic overview of how we can create some simple windows. So we have done those pieces. Let's go ahead and let's get started by how do I want to snap this? Do I want to have this in a corner or do I want to just Hmm. I'm not sure how I'm No, I don't think I think I'm just going to have this very simple in the center, probably. Yeah, let's just do it in the center. I don't think I need to have any special kinds of movements. Snapping, by the way, doesn't even work with something like this because we're nowhere near metrics for this. So let's just go ahead and snap and set this one pretty much in the center like this. So we will have our window frame, and then we'll have two doors. So this door, we can actually delete. This door, what we're going to do is we're just going to go ahead and set the transforms to zero. Wi, you're going for that zero. Let's reset our history, and let's go ahead and instead of setting the transforms to that zero, just turn on snapping and snap it to actual zero. Fine, Maya, fine. There we go. So we have two windows that are just both flipped and we have a frame. So it's turn off snapping. Let's go ahead and export this. So this is going to be window, underscore A, underscore frame. And we will just see how much stuff we can make with this. Of course, we still need to make this kind of windows, but who knows? Maybe we can play around and actually manage to also make these or something like that. So window frame Window sco A un score frame export. Export selection window underscore door underscore. Let's call this where the hinges are. So let's say left. Window score, A, score door score left. And then this will be right. So export selection where you window sce A unscoe door score. Right. And it's going into reel. Let's go ahead and I'm just navigating to it on my screen. There we go. Import. Import. Nice. And now, what I'm going to do, I'm going to start by just throwing in my window frame, and I'm going to reset my position so that it is exactly in 000. And the reason I'm doing this so that I can also reset the position of all these doors over here, and that will just make my life a bit easier. So we got this one I forgot again, which side it opens this side. So this one needs to be This one needs to be on this side. These two need to be on the center. I'm just going to use my scroll wheel that I can move very slowly. It's t's even lower camera speed too. There we go, so that I move very slowly. And I'm just going to start by moving this stuff down and up a little bit. And it's duplicated, so we will have another one over here, and you will see what I'm going to do with this later on. We're just going to parent it, and then it will stick together, and that is the general idea for this. So let's go ahead and we just need to place this once in the right location. Then we're done with it. So we got this one. Let's move it up a little bit more. Okay. So if we have a look in our hierarchy, we have a window frame. So if we now just go ahead and select these three pieces and just drag them under window frame. Now when you move your window frame, you will just get everything. So if we just go ahead and let's give this a go, shall we? Let's move this in here. There we go. We can decide now how far in or out that we want to move it. That's all up to us. But let's get started by just doing one over here. Now, most likely, when you copy this, you most likely need to select all of them. I can give the ty, but yeah, see, I knew that was going to happen. So yeah, you need to select all of them and then copy them. But then they will stay in their own little parents. So it's not like they will break so that you can just simply select the top piece, and then you can just move it like normal. Yeah. Okay. Maybe if I did the movements in the corner, that would have been easier, but honestly, it's now already place, so it doesn't really matter. There we go. So now it's literally just a matter of sometimes at the end, that we go in and we do this stuff where we just simply rotate this stuff out wherever we want. Like this. And that will look very nice that from a distance, we will just see all these cool little window frames. They will have dirty glass and everything in them. I will create some extra windows that just have a difference in glass with like some broken glass. Those variations, I will probably just like doing like a timelaps. In the timelaps I'm just going to make a bunch of variations. But for now, this looks really cool. So what I'm going to do is I'm going to keep these closed. And in the next chapter, I will go ahead and I will start by just placing them? No, you know what? In next chapter, I will go at fit those wherever I can fit them. Then I will create new window frames, and once I've got all the window frames that I need, then I will just do a time labs and where I will place them and add some variations. I think that is the best way to go. In case you didn't notice, I'm kind of winging this environment just because I'm just still making up my mind what would be the best way to create everything. But this should be this is going to look like an awesome environment. So let's go ahead and continue with that in the next chapter. 11. 10 Turning Our Blockout Into Final Meshes Part5: Okay. So now that we got these windows down, let's see if we can go ahead and well, actually, let's just see where we can actually use them. So I'm trying to just get as many use cases out of them as I can. Then we go. Let's move this down. So yeah, this is just very simple. It's just because modularity. If we don't have to make extra stuff, especially in tutorial, it's just better. So we got this one. Hmm. This one, it could maybe use like a trim on top. What I'm thinking about is we have the same over here where we have a trim on top, and then we have this stuff. Of course, we need to scale it down a little bit. But what is quite interesting to me is what if I just make a single window like that? Well, actually, it could maybe even be one of these. Here, I'm just playing around with this. So don't see this as final work or anything like that. Just seeing if I would scale this down, if I can get away with it or if scaling is going to be too much. Yeah, you'll see. So the scaling is going to be too much. But it's interesting that if we would just place an extra trim around this, then all we really need to do is just go ahead and, like, scale this stuff down a little bit, do this, for example, and then move it back down. Over here. Yeah, I think that will work. So let's go ahead and go into Maya. So what I'm going to do is I'm going to grab probably this version. Now, let's grab both of them. Let's grab two of these versions, and let's copy them. And then I will get started by going into this one and I feel like we need to just cut this all in half, but it is because of the way that we cut it, we can probably just better use one of these sites. Let's just do this. Let's select this one. This one, and throw in a quick connect and press Enter. And now I can get started by just deleting this. And next, I just need to add a quick edge. Say around here, maybe move it a little bit. It will be in the wall anyway, so you don't need to go buy the centimeter for something like this. There we go. Okay, so we got a piece like this. I'm just going to reset my pivot point because basically what I want to do is I want to measure this out on the top here. So if we just go ahead and hold J and then do like a quick snap rotation, it doesn't need to be perfectly placed. Because we need to move it anyway. It's more to know the scale. So if we have this, now what I can do is I can just select one side. And move it like this. There we go. Now, at least we know like, Okay, this one window. Maybe what I'm going to do. I'm just going to make a little bit of a thinner window, something in this direction. There we go, see. So that will work for hopefully this one and also this one. Yeah, we should be able to get quite a bit of use out of something like this. Then if I describe, for example, this window, all I need to do is maybe get rid of the hinges because this will be a window that you cannot actually open. So let's do that. Let's rotate. Oops snap rotate this. And let's do the quick reset pivot. First things first, let's place it a little bit more in position. There we go. Let's move this down over here. Um, there we go. So what we can do, yes, we can move it like this. But what I'm thinking about is what if we just, like, try to do a mirror and then just move it up. So let's see if I can do that. So what if I do a mirror on the Y xs, no ZXs. Okay, so I have a feel. So yeah, first of all, set the threshold a little bit lower. But basically what I'm thinking about is, Jesus, this offset, it's really slow or it's really soft. You can also use your move tool here. What I was hoping is to get this. But seeing this, I'm not sure if we then we would need to push it back yeah, you know what? Let's do that. Let's move it like this because at least we now have the shape, so we don't need to do any bridging. So let's move this. And I'm just going to leave it like this and just going to press Enter. And then what I'm going to do is basically the goal is to probably go to my site view and we need like a guidance. So if I go to my site view, and I just go ahead and create a quick cube, where are you? There you are. So what I'm going to do is basically use this cube as just a quick measurement. To make sure that the windows are at least even enough that you cannot see a difference between them. So let's say we have this, and then I just go ahead and I clone this. And then I grab sometimes it's quite annoying that it is so sensitive with movement for this stuff. But anyway, I'm grabbing one of these pieces over here. I'm going to do I still have the right one selected? Yes. But for some reason, this edge is not properly, can I get rid of this edge Contrabadspace? I don't know if that worked or not? No, I cannot seem to get rid of this edge. That's most likely that we just need to merge this closer. So let's merge the edges and set the threshold very low. So 0.001, just so that basically if you set this low whatever is on top of each other, whatever verts are on top of each other, they will just get merged together, Contrabadspace, see? And now they actually do work. So I will have another one here. I have a feeling that we're not going to make it because I want to split this up. So what I can do is I can move this into place over here. And if I just go ahead and see. So we had our cubes over here. If you select this cube, and then just go ahead and select everything, and then we just basically move this in the center, and we want to go ahead and press combine so that we can evenly move this like this. Now, of course, because of the scaling it will mean that we will have some gaps over here. But generally, the idea is that I can now just quickly place these bits in the center and then we will have an even divide later on. One, two, three. Fair enough. I my fault, I need to have another one. Next year. I'm just going to eyeball it by this point. There we go.'s have another one next year. Let's try it again. Combine. Yeah, one, two, three, four, five, one, two, three, or, sorry, one, two, three, four, one, two, three, four, that should work might even look better. So There we go. And let's give that a go. So we move this one here. This one here, here and here. And now we can delete this, and there we go. We have a static window that is evenly divided windows in there. Okay, so that's pretty good. What I'm going to do with this one is I'm probably going to combine this just to make it easier for me to move everything. And at that point, I believe that I can just snap this to the center, because we're just going to move it like this. So let's just snap this to the center. I'm just going to go ahead and I'm going to place a new layer and I'm going to call this Window underscore B because Tech gate is still Window, so Window B and right click rtslect objects. Now we can turn off the rest and we can go ahead and we can export selection to this. And it looks like that I'm no longer in my source files folder, so let's go there exports ANal FBX window underscore B. Let's export this, and now we can just do the whole thing of importing it. See Window B. Let's input this. Yeah, it's all fine. Okay, let's give this a go. So I'm going to have this window. Moved up until this point. And now to get it even with let's say this window, all you will need to do is red axis, which is the X axis. We can just go ahead and go to this window, select the red axis, which is the X, XYZ, yes. And then we can go ahead and go here and we can just paste it in here. And that hopefully gives us a perfect alignment. And then all we really need to do for these pieces is we need to grab this window frame and scale it down a little bit more. How does this fit? Oh, there we go. So we still need to move it a little bit back. Looks like that the axes are not exactly the same, which is okay. I'm just going to play around with this. Yeah, so that's fine. So if I grab this one. Now, wait, it should be the same. This This is just a window frame on top of it. That's what threw me. We have a little bit of clipping, but for now, I'm not too worried about that. I'm just going to go ahead and move this in a little bit like this. Maybe scale this down a little bit more. There we go. Yeah, I think that could work. When it has some cool open windows like this. Yeah, that should work totally fine. Okay, great. So we got this one. Now we can probably go ahead and let's see. Let's start by just trying to also duplicate it to that one. It's okay if we have, like, a few more of the same windows compared to in real life. That's just us saving some time. So what I'm going to do is I'm just going to go ahead and select all of this stuff, and I just want to make sure that it fits in this window, for example. Oh, I probably messed it up because I moved it or not. Yeah, see? It's because their parents, it does not like it when you move the child notes and the parents at the same time. I don't even know where it is now. There we go. There it is. So once you have duplicated, just like the parent and then select Window B, there you go, see. And then at least it moves properly. So we can go ahead and we can rotate this 90 degrees. Move this over here. Okay, let's have a look. So if I this one fits, I just need to grab the top piece and also fit down here and let's move this up. Yeah, here, see? So it's pretty much the same window if we I just move this down a little bit more. Yeah. For now, I'm just going to do this. I might go a little bit more precise later on. But yeah, as you can see, basically just the same window. Maybe also something smart that we might want to do is, like, have the outside of the actual model extend a little bit more, but then I'm a little bit worried if we ever have two windows next to each other that it would give us any problems. But okay, let's say that we have this piece, setting my camera speed a bit higher. That's looking pretty good. What else do we have? Up here, we have just like a simple double door. So if I just go ahead and duplicate this, let's see if we can make it out of this one, also. Okay, so the height is pretty close. Looks like that I need to scale this in a little bit. And get it because I don't care about if it's hidden behind it because you cannot see it anyway. The only thing that is there is this window, you can, of course, delete it. But for the rest, it is so high up like little bits of stretching like this you will never be able to see. And it's common practice in the game industry to just do that when don't you can ask when you see it, of course, do it with moderation. You want to try and avoid stretching, but if you really cannot see it with stuff like this, then of course, just go ahead and just do it. Okay. I don't know why I'd keep switching. See? Whenever I try to do a scaling, it for some reason, switches, which is a little bit annoying because I'm trying to move here. But let's say something like this. So from a distance, all you will see is you will just see nice extra window. So we are able to cover that one. We are able to cover this one. This one, I have a feeling, maybe I can see if that works. Let's go ahead and it's going to duplicate this. And hopefully we can do the same technique. Sorry, I just need to move this properly. There we go. Hopefully, we can use the same technique where we just make it a little bit bigger, in this case. And then probably scale it in a little bit. I'm first focusing on the bottom windows, and then I can just do the top a little bit later. Mm. Let's move this a little bit. Like this. Okay. Then for the top piece, basically, what I want to try and get is just get these 2 bars. So instead of me using the actual bars, what I can do in order to compensate it is just scale this up a little bit. Then use these two ends as if this is going to be our trim that is sticking around it to make it feel like this is just going to be a double window. And that's just another reuse case. So now we again, we have another done. This side over here and this side over here, it's just going to be these windows because they are the exact same. Maybe we change some stuff up or we have something missing. So we got that one, that one, that one, that one. All we have left is these two over here. Now, this one is a little bit more unique. So I will probably just create a unique window. This one is interesting. So it's an interesting design. I think I will also make that one unique. And if I have a look at this, so, yeah, we can just reuse everything because it looks like that we can just reuse it. I'm just having a think of which ones we would want to open or if we are just going to have this. It's like a static thing because I don't see any of them. Okay, so this frame can open the rest of the frames, I never see them open. So I just wonder if that is static. I have a feeling that with this design, only these two frames are meant to open, and then the rest is just kind of sitting there for show. So let's do something like that. If we have a look, there we go. That's a good one. So, let's go ahead and let's go into Maya. And let's see. So Window B, I just want to grab what are you called double Window B. Let's go for double Window B over here. So we can use this as a measurement. And if we then grab Window A, do we need Window B? Yeah, I think we can just use everything. If you just go ahead and select all of this, deselect this piece. I'm just going to duplicate this over. And for now, I'm just going to move it here and I can start with the placement. So if I just move this out of the way, let's start with just a window frame. I want to have one of these here 1 second. Let me just move this at least already in the correct area like this. Okay. So I'm going to have one of these pieces down here, and then I'm going to have another one up here. Yes. And this one is going to have the window in front of it. So scaling wise, I just need to have a look and see how the scale works. So before I'm going to cut stuff up, I just need to see if I can make the scaling correct. We need to be able to have two pieces there. 1 second I'm looking at my reference. Whenever I talk slow like that, I'm just looking at my reference. Basically what I'm looking at is, if we have one piece over there and one piece like this, they kind of like need to fit. See? So right now they don't fit, so right now we just need to scale them down a little bit. I'm just going to copy the scale to keep it even, paste it over here. Okay, so I'm very close. I think we need to be at like 0.9 for both of them. 0.9. So let's see. So if we would have one piece here, the other piece here, sure, we can do some extra playing around with it. But then we should be able to maybe, like, clone this Then this piece needs well, actually, it looks wider also. So then this piece needs to become a little bit wider. But yes, this should do the twig. If I just go ahead and delete this, now I can just quickly grab my window frame over here. And I'm just going to turn this into like a single window frame once again. So same technique. You just basically select the top and bottom and add a very quick connection and press Enter, then delete half of this. And then over here we are just going to add an extra edge in between here and here, and the let this. There we go. Let's do a quick reset on a pivot. So let's see. We have 0.9. So that's over here, 0.9. There we go. So now we're just going to make this basically fit For now, I'm just going to delete these pieces. Okay, so there's going to be one like this. Another one. I'll just move over here, and then I'm just going to go into Vertex mode and just grab one of these pieces and just move them back. There we go. And then we will have another two over here. Let's turn on my edges because I cannot really see what I'm doing anymore. So let's grab vertex. Don't just do scaling because scaling will squash these lines down. That's why I always use vertex mode for this. So I grab this stuff. And what I'm going to do now is I just need to go ahead and need to basically move this in the center like this. And then just grab one side and we're going to just make this one a little bit wider. Here we go. And lastly, we have one of those, and yeah, I believe that we can just once again reuse this, just move it down. And this is going to be a plain window, so it will just have a single window in there. Okay, so that's the frames ready to go. So now if I just grab one of these pieces, I can have two versions. The first version, which I will create does not have the hinges in order to indicate that it will not be opened. Let's scale this down to 0.9, like the rest. And with this one, I'm just going to push it further back so that it's aligning with the rest of the frame. Here we go. So we got that one. This one will also be on the top, although we might need to do some scaling, but that's okay. Here we go. So this one belongs to the top. And then I'm just going to go ahead and I'm going to move this over here. And actually, yeah, that should be fine. So that should still have three even pieces. So I'm not worried about that. And then this one will have the hinges. So what I'm going to do is I'm just going to go ahead and move this. Move this. Oh, sorry. I'm in the one. Here, I need to be in this one over here. So move this down, and I'm just going to start by just scaling this down, and then I'm just simply going to quickly move this up a little bit. There we go. So it's just going to be a wider window. We can probably just throw like one of these pieces in between and get away with it. So if I just go ahead and, like, select this piece and then deselect the back, and I'm just going to I feel like I'm just going to press extract faces so that it will still be separated. And now, if I go to reset my pivot, I can just hold J. Oh, sorry, shift J so that you clone and then snap rotate it. And then I'm just going to very sneakily move this down and up. And yeah, so it will not have that perfect transition up there. But honestly, are you really going to see it from this distance? I highly doubt you will. So unless you're planning to have your camera like this, I'm not too worried about this. I would do it probably if this was for, like, an actual game, but if it is for tutorial, I would personally not do it. This one. I think something interesting that I could twice just to clone it and then rotate it 180 and then move it so that the hinges are on the other side. I didn't really think about that when I did it with the mirror the last time. But I'm guessing that that should just be fine. So we got those pieces, and all we need to do is up here, we just need to have a window. So if I just go ahead and let's grab this piece over here, oh, sorry, not even this piece. Without the actual sorry, I didn't mean to select that one. I sometimes miss select inside of Maya. So without this frame, I just want to grab this window. And then basically the general ideas that I will select these edges over here and just press, actually, I don't want to do a delete. I'm just going to do a mirror. I wanted to let them and then move them forward, but because we have a corner, I feel like that would not be as easy as just adding a very quick mirror on the right axis. So Y Z, I don't know why my Xs are this far away probably has to do with the pivot. But if we do this, set the merge threshold to 0.01, for example, and then just press W. There we go. That's basically what on here. So make sure to reset your pivot because else the axis will be in a bit of a strange location. But basically, if we do this now we place this here because there's still a nice window here, everything should look consistent. So I should be able to just put control backspace on this.'s move this up because I can see it. There we go. Don't forget to do one last control backspace on that one. And now we can just go ahead and we can move this up here, and we got ourselves a window. Okay. Nice. So if we go to double Window B, turn it off, delete this stuff. And this one, I'm just going to go ahead and add a layer Window C. I'm just going to add this to that so that I can turn off Window B and Window A. And for this one, Oh, yeah, we need to open that stuff. What I'm going to do is I'm going to go ahead and let's delete this one. Yes, let's delete this one. Let's select everything and then unselect this piece and then combine it. This one is going to be in snapping 000, and this one, we need to go ahead and go to our top view, set the pivot, add a pivot and just set your pivot Sorry, bit sensitive. Why are you so? Let's go ahead and Oh, wait, it's sensitive because of the snapping. I was already thinking. Add a pivot. Make sure to turn off snapping. Wait, I have a short term memory, so not really, but that's what it feels like often. So we got this stuff. I'm going to go ahead and I'm going to now turn on snapping and just throw this into the center over here. So do the trick. Turn off snapping, and now we can just go ahead and we have this one, file, expot selection, window underscore C. And this one expot selection window underscore C, underscore door. There we go. And what I might end up doing is also for the long windows, use one. So here we have the O, we should add that. If we have the Window A, for this piece, what I might let's see. This one. What I might end up doing is actually deleting it. So yeah, and then because I can just rotate this stuff around. Yes, because that should still be fine. So I'm just going to go ahead and do this. And now if I just go into unreal, I will get started by just importing Window C and Window C Door. So yeah, Import. That one should fit nicely. So all we need to do is to have this window rotate it and just nicely like move it into place. Go, and then we have Window C door. I'm going to go ahead and I'm going to rotate it, and I'm going to move this up here. Duplicate rotate 180 and move it up here. Okay, so we got that window done. This window I will do uniquely after, but first before I forget, I'm going to go in and win door A left No, You know what I'm going to do? I'm just going to make this a bit more easy. I'm going to select this one. Export Selection, call it Window A on the score door Export. And then if we just go ahead and go into reel and import it, what we can do is on all these pieces, we can just very quickly replace them with Window A door. See. Then for these pieces, what you want to do basically is just rotate them 180. There we go. And that saves us another mesh that we need to worry about. I don't know where that other one went. There you are. See? So now it will still open. So that will save us some nice time without any difference. And if we're going to do unique texture for this, it will also save us texture space. So it's just a win win on many different areas. But, yeah, we definitely need to replace them because else we cannot easily remove the other pieces. You guys should be closed. Long snap rotation so that it's very easy to just close everything. There we go. Okay, so those are the windows. It's good that we did it before placing and that we test all of this out because now what we can do is we can save it and we can say window A frame window A door over here, just like these two, delete them. And at this point, we should be able to do a force delete. It's still a memory because I haven't restarted the engine, but I know that I have replaced every single window, so we should not have any problems with that, and else you can easily see it. So we are way overtime with our chapter. What I'm going to do is in the next chapter. I'm just going to go ahead and I'm going to kick in the time labs. I will quickly just create a window for this in this time laps, which is just going to be me placing my frames around. And then what I'm going to do is I'm just going to place these windows everywhere. So that will take quite a while. And that's why I'm doing it in timelaps. But after that, we have done our windows, and then what we can do is we can move on to something else. Probably like doors or something. I'll have a look about that. So let's continue with that stuff. 12. 11 Placing All Our Windows Timelapse: [No Speech] 13. 12 Doing A Quick Lighting Pass: Okay, so we now got a very solid base. So we got over here, we got our buildings, we got our windows. Now, of course, the next few things that we need to do asset wise would be the foliage and the ground. But what I'm going to do this is my plan, and I made this up off camera. So I first of all, wanted to get in some basic lighting into this scene just to make everything look a little bit nicer. Then I feel like it's best if we first focus on our buildings. This means that we are going to create the textures for our buildings first and apply those and just get that already. Now, coincidentally, the concrete texture, we can most likely also use part of it on our ground. So we are already almost making part of a ground texture. But anyway, once we've got our buildings done and we got the textures on there, we got the decals, so I will make the decals also on there. And we just got, like, a good general base. Then what I first want to do is I first want to go ahead and I want to start on the foliage, because I think the foliage adds so much to the scene. Also, the foliage guides the terrain over here. So before I want to make my terrain textures and start applying them and everything, I first of all, just want to get the foliage that I get, like, a general sense of the scene and how large everything is. Once I've done that, there will be a quick pass where I will probably do some small assets like doors and over here like these bits and just other random bits. And after that, we will work on that twain. Now, once those things are done, it's probably a little bit of polishing, then a quick bonus chapter where I will just throw in some mega scans to show you how to do the assets. But we have many asset tutorials in our on the FastTrack Studios portfolio. So if you want to know how to make the assets, please just feel free to have a look and you can find a bunch of stuff there, so there should be no problem. So yeah, that is pretty much a plan. Probably do some stuff in the windows, small stuff like that. So lighting. Let's have a look. We are going to go. Actually, I'll drag it back on. We are going to go for a sunny day, pretty much. I quite like to have a sunny day like this. So it's just like a nice sunny day. Shadow wise, we just need to kind of, like, have a look and see what looks best. Like, I quite like having, like, part of it in shadow, and then the rest, you can just see some nice sun a little bit like you can see over here. Just because here, this looks a lot more interesting than this, of course. So that's what we're going for. Okay, so let's have a think about this. I'm just going to go outside of my camera mode. So first of all, so we have our reflection spheres over here. This is a massive sphere. What I'm going to do is I'm going to go ahead and set this a little bit lower like this. Oh, move this up. What did I do? Oh, there it is. So it's a bit hard to see sometimes. See, I'm going to move this down a little bit so that it is pretty much at ground level. Basically, what I'm going to do with this is I'm just going to go ahead and I'm going to copy it. And this way, we have a little bit more precise reflections everywhere, especially if we're going to work on, like, shiny windows or anything like that. I would not want to accidentally have these really strange reflections. So let's go for something like that. That's just like an easy first pass. Next, we are going to go for real time lighting. That's why we already set up our movable over here. I think the first thing that I want to do is I just want to go ahead and I want to start working on my shadows. So if I go to my camera actor, I'm just going to go ahead and I'm going to see which shadows, let's turn it off my snap rotate. Which shadows might look most interesting? If we go for, like, see, do we want to have this in shadow? If I do this like halfway, then what I can hopefully get is I can get like some of the foliage in light, and then the rest in shadow over here, that might look good, or we can go for, like, something like this, and then we do get some quite interesting shadows here. Can we maybe push it? Okay, so we can push it that Part of this building is a shadow, and this is also a light. So that could also be very interesting. Of course, we can still change it later on, but I just want to get something in here. So let's see this one or this one, basically. Um Let's go for this one. I think this might be a bit more interesting to work with. Let's see. Do we need to do something with our rotation of our light? Yeah. Now, I think this might become a little bit too intense, so let's move back a little bit. Let's go for something like this. This is also what I meant with like adding all those extra cubes. It's just for shadows. So I think this is quite interesting. So we got, like, a bitter shadow here. We still got, like, part of this building in light and this part. And then for the rest, we just have all these nice little shadows here. So that is good. I'm just going to go ahead and I'm going to make my scene a little bit warmer. And the way that I'm going to do that is by just going into my light color and just making this a little bit of more orange light. Now, because of all the white, everything feels always a little bit green. Do not worry too much about that. Once we actually apply our textures, that will change, and then we probably need to balance the lighting a little bit more. So we got this stuff ready to go. The next thing that I'm going to do is I need to go into settings and I need to go into my project settings because I need to turn on some render stuff. So if we go down here to engine and rendering, and scroll down over here, lighting. What I want to do is I want to generate mesh distant fields. Press restart later. So mesh distance fields are basically for larger environments that even in the distance, it can properly generate ambient occlusion and shadows for both foliage and building. So it will make everything look a lot better. And also for real time lighting, in a big environment, it's almost like a mass. Without it, it just wouldn't look as nice. Next that, I'm also going to go for now for a screen space global animation, but I will most likely go for rate racing later on. But for now we can just have this one on. And you should already see the effects for that. So the screenspace GI, it will just add some localized global animation like you can see over here. Now, at this point, I will save my scene, and I will just restart it because you need to restart for the distant field shadows to be active, let me just quickly do that. Here we go. And when you restart, you can see that it is generating the mesh distance fields, and you can already see quite a bit has changed. So you all of a sudden now see shadows over here. Now, here's here you can see it most clearly. See how nice the shadows are over here. Over here, you cannot really see that clearly, but this is mostly because this is one massive white environment, and we still need to work with it. Once we actually have textures, this will look better. But for now, the way that you can control it is you can go into your skylight. And then if you go over here, um I don't know. We probably do not want real time capture. So real time capture of the skylight, it will capture your environment in real time. The problem is that we don't really have an environment yet. So for now, let's just leave it off. You basically want to scroll down, and over here, you have your distant field ambien occlusion. I like to set my OCM to multiply so that it just adds everything on top, like you can see over here, and then you can play at your occlusion exponent to increase it or decrease it. Your max distance you can play around with, how far away will go, I like to set this always quite high to let's say 1,200. And if you want to get playout like with your contrast. So you can make this very strong if you want. For now, I'm just going to leave it at the base. Also, wanting to keep in mind the stuff that we have here, I'm what I'm going to do in my final ndals is I will go down here and I will set my screen percentage to 200. That will make my scene a lot slower, but what it will do is it will double the resolution. And you can see that with double the resolution, it's able to generate those shadows a whole lot better. So that's also something to keep in mind. But of course, when I'm working, because you can probably see it in my FPS 120 FPS. Oh, sorry. I I said it's 200, it's at around 45 FBS and in 100, which is our base, it's at 1:10, 120. So just so you know, now, I am soon going to get a computer upgrade, hopefully still before the end of this tutorial course, and then I personally can just go for the high settings whenever I want. So let's hope for that so that I can just really show off everything. But, yeah, this is what you got now. Everything might feel a little bit blown out, but this is simply because of everything being white. But you must imagine if we have nice green in here, we have a text and everything, this will look very nice. So one last thing I want to do. I want to go to my volumes volumes, visual effects over here. And actually, probably two things. I think I want to add some fog in here, and I want to add a post process volume. So let's start with the post process volume. These are basically post effects. They are camera effects that are being added to your scene after everything else. So if we go ahead and drag it in, all we need to do is scroll down here to the post process volume settings and turn on infinite extent. So what that will do is make sure that every single camera in the entire world or in this entire scene, will be affected. Now, there's a bunch of stuff in here. Also some controls for rate racing for later on. But what I want to do is we have a few of this. For example, we have Bloom. I'm sure many of you know what bloom is because you've seen in games. It's just like the blowout that you get from, like, the sky and everything. What we can do is, for example, we can, like, set that to like alten. Let's actually keep it in one for now because it's a bit hard to see. But yeah, I just want to go over some settings. Exposure. Exposure is actually important. So exposure is basically the control for this. Right now, I can see my scene. What this will try to do is it will simulate that if I, for example, look at something very up close and then all of a sudden look into the sun, it's a bit difficult to see, but all of a sudden see the visuals change, and they make it simulate as if that your eyes need to adjust to things. I do not want it. I want to have full control over the lighting in my scene because I'm not making a game or a game environment, well, I am, but I'm making it from portfolio. So I always tend to start by just setting this boat to zero, the maximum. Huh. Normally, this happens. Normally, if you set it to, like, zero to zero, you get too dark or you get too bright. But it looks like that this time. It's pretty spot on. Like, it's a little bit dark, but we can balance that out with our colors. So for now, that's fine. Comatic aberration. I always like to set it at a very low level. It's basically the lens distortion that you often get in these SLR lenses at the very end. So if you set it's very, very low, it will just give you like a nice effect at the very back edges. So let's do 0.3, which often just looks cool. So just feels a bit more realistic. Image effects. We have our vignetting. It's just like same for like a DSLR camera. It's just like the darkening around the edges. We do have grain, if you want. And that's just like if we want to make this look like a bit of an altivit that could be cool later on, but for now, I don't really trust that before I've had my textures and everything. Color grading. We will get back to this. There's a bunch of color grading tools in here. It's very powerful. The only thing that you might want to do is to go into shadows, click on Gamma and make your shadows a little bit blue so that they catch up a little bit more of like the skylight because shadows always have a little bit of the skylight in them. And that's why you often see in cinematic movies that everything feels a little bit bluish in the shadow. And this or in games, this because we just balance that out. Now, I guess what we can do for now to counteract the greenness that we have over here. Although it's probably also in our atmospheric fork. No. Well, to counteract it, basically, if you want, you can go to Misk in color grading, throw in the scene colour tint and just set it in like the opposite of green. So if this is green, here, you see, we can just set this to, like, round purplish, which we just kind of like counteract that tiny bit of green colour that we have. Here, we can go for a little bit purple blue, and it just makes it a little bit nicer to the eyes. But that's just for now. We're going to change it later on. So it's just up to you. I'm going to focus on textures anyway. So if I go down here, these are most of the real settings, as I call them, ambient occlusion. Ambient occlusion will simply it won't show up a lot nowadays because we have real time GI turned on if we would turn that off. I can turn it off in, like, on my other screen so that you can see the change. So with real time GI, without real time GI. So you see? So it just asks that extra bit of GI. However, that does counteract against the ambienclusion, so we need to wait until we turn on rate racing before we can do that stuff. This is the amuclusion. So the global lime, yes, this is the global illumination. Sorry, bit mistaken. Here we can control how much of that we want. So we can say, like, Okay, I don't want to have it as much, I want to have it at 0.8, for example. You can also even control the color if you want to go for, like, a very yellowish color, but I tend to not do that for now. Trace, GI, stuff like that. Reflections, I set my reflections always to screen space. Sometimes, if it's a very heavy reflective scene, I go for rate racing. But often this is not the case, especially here, like there aren't a lot of reflections. So race reflections, they are very expensive. They make your PC quite a bit slower and you're scene. But it would really be great if it's like raining or something like that, then it would be really nice, in my personal opinion. But for the rest, I'm just kind of like leaving this. And then in our screen space reflections, which are reflections, I just tend to set the quality and the max roughness all the way up. And that's about it. Now, this was a quick overview because it's just like a very quick lighting pass to get something a bit nicer. But you can already see how much we have improved. So we will go over this a lot more later on. Then we'll also go over it a little bit slower and really in more detail. But for now, this is starting to look quite interesting, quite nice. So what we'll do in the next chapter is in the next chapter, I will get started probably let's start with a base concrete that we have over here. Then we will turn that concrete into like a slightly smoother concrete with tiles. I will give you variations for like color later on, but now it's not yet needed. Maybe it would be nice to also have, like a variation of the concrete that just has like damages on it that we can paint those in and out using vertex painting that could be interesting. Let's keep that in mind. That one. What do? This is more like it is more like a marble look. We are just going to go for a concrete look that looks slightly different because they are so similar and I don't want to make an entire new texture. This one, same for this one, I'm just going to go ahead and I'm going to give it like a color change, and that should pretty much take care of that stuff. Pretty much for almost all of them. Most of it's going to be decals, so that should be fine. What I will do is I will start gathering some reference. So here you have some good reference of how it actually looks because this is all yellow, but it's probably not yellow in real life. It's probably maybe this kind of yellow, but most of it comes from the sun. So in next chapter, I will have gathered my reference and we can get started with our concrete, which will be one of our most important materials. And we will be using substance designer for this. 14. 13 Creating Our Concrete Master Material Part1: Okay, so I got a few reference in Jove. So basically, when I Oh, hello. 1 second. There we go. My pure Rv didn't work. So basically, when I look at this, it pretty much looks like this material. Like, it's pretty damn close. So I think that is what most of it is made out of. However, I do want to get a little bit of variation. And because of the power of substance, we can do this quite easily. So what I'm planning and I will just use my windows viewer for this, I will make this material, which will become the tiles material that we have, and it will most likely also become this material over here, but then of course, without the extra tiles in between. And then I also want to make something more in direction of this. So it's more like a flattened concrete. Let's see. Can I see a better view? This is too flat. Yeah, so I would say it's more like this. So it's like a flattened concrete, and it just has, like, most of the details are just in the base color. They are actual stones. But yeah, we'll see how that we're going to do it. So we are basically almost going to just pick a grunch and, like, shave off pieces from material over here, throw in some extra very flat stones, and then play around to the base color a bit and, of course, with the roughness. So just like that, we can quickly create like two materials. So I have a few more references over here, but they're not too important. So with that and don't think about color because color we can change for part inside of unreal engine. So with that, we have covered this one. We've covered this one over here. We have covered probably the stop, this piece. Oh, yeah, some damages. We do need to add those probably. So this building is already like big part covered. We have covered these back pieces, these top pieces. These ones. Yeah, look at that. With one material, we can pretty much cover almost everything. Only what is that one? Where are you? Okay, so it's one of those really stony pieces. Those do not take long to make. They're basically I don't have a reference for it right now, but I recognize them because where I used to live, you had a lot of those, and they're just tiny stones, and there are like just thousands of them, and they all just have slightly different color. So it's actually very quick to make, so don't worry about that. So I will go ahead and I will have my Windows photo view. On my other screen. And here we are inside of substance designer. So this is what we're going to use. I do expect that once again, you have a basic understanding of substance designer, substance designer. It's easy to follow along. It's a bit harder to sometimes understand what note why we exactly use node. So I will do my best to still explain it. But if you've never touched substance designer before, I do recommend that you first just quickly go to Google and substance literally has their own YouTube channel where they have great introduction tutorials. So I will go and call this concrete. Underscore noisy. I guess I'm bad with names, in case you didn't guess it yet. So, you saw me, sorry, I do that too quickly. I always close my treaty view. This is because I always preview my stuff inside of Mum's tool bag just because I feel like I have more control over there with both the lighting, with both the shades and everything, and it just makes everything feel a little bit nicer because I also want to get some nice material renders out of this. So basically, these notes over here, what I tend to is I tend to just delete them because I don't really need them right now. This is going to be concrete, so we do not need a metallic map because concretes often do not have anything metallic in them. So we have a base color normal roughness, AO and height. That is totally fine. So the M inclusion and the height map, they are mostly only for tile version. We are first going to now get started with just like the plain concrete version. And the way that you do that is you want to work from big to small. Now, the tiles would normally be big, but for now, I'm just going to get started with just this one. So if I have a look at this, I always start with a height map, then a norm map, and then I will go over to, like, the base color roughness and any other maps. In this case, we can start with a norm map because we're not yet going to make the tiles, and this stuff over here, it's small enough for like a norm map. So it looks like it has some direction to it, even though my pictures are a little bit bad. It does have some direction to it. And then it looks like it has some deeper holes, and then it just has some noises in between that. Okay, so knowing that the deep holes are easy. Those are just like dirt specks. I'm just going to try and get this wavy betw. And the way that we could do that is if we go up here, we need to get something that is quite like a soft noise. So if we go into noises, clouds one, let's give that a go. And let's also see let's see what else do we have? I always like to just drag in a few of them so that I can choose. Moisture noise. Let's give that a go. Maybe clouds two. And then for clouds two, if we just set the scale a little bit higher, so that it becomes quite a bit smaller. Okay, so the way that this basically is going to work because we need to give it some direction is First of all, what I want to do is I want to add a multidirectional warp gray scale. This is basically to just break up the texture a little bit. So if I just drag this into both my input and my intensity input, you get this effect, see? Yeah. So it just messes up our texture a little bit, but in a good way. For the rest, we don't really need to do anything. You can play around with your modes in case you get a nice effect like minimum often is quite nice. Oh, chain. Now, let's not do chain. That's too strong. But I quite like minimum compared to average. Here see average. So let's go for minimum. And then what we want to do is we want to add a directional warp. I'm just pressing space. And basically, when you press space, you can type in whatever you want, and all the stuff that you can find in your library will be in here. So if I just add a directional warp to this, I also need to remember that, now I'm used to going a little bit quicker because we did ding, so now I need to remember to slow down a bit more. So directional warp. Basically what you can do is you can give it an input in intensity input, and then it will warp in a direction you want based upon that intensity. I could literally, for example, grab like clouds to, throw this in here, set my warp angle to the side. And if I set it's quite strong, you can see that, if it said it's like 40, you can see that it will start to warp that way. Now, this might look very silly. I don't know if it works yet. The way that I can see if it works is what I first of all, want to do is I probably want to or you can go into your clouds and you can, lower down your scaling, but that often in the multidirectional warp, it breaks it because it doesn't have enough information to properly warp it. The other thing that you can do is after your directional warp, you can press space and add a transformation to D. And basically what you can do with a transformation to D is you can go down here into stretch and press the minus two, and that will tie it exactly twice like this, so it makes it smaller. It will still stay tilable, which is very important. If you press space in your two D view, you can see that it is nicely tilable. So having that done, now what I want to do is I want to add a normal map. I'm basically going to dino mapping. I always work in OpenGL. Many people do direct X, but I find that direct X is harder to read. So I like to go for OpenGL, and now I got this effect. Now, seeing this, it does not yet look the same here. So it does have some of this warping going on, but it has a little bit too much of the directional warp. So I'm just trying to tone that down. And maybe this noise is not the best here. This noise is too much of that direction. So what I can do now is I can just plug in different noises into the system. Mm, you know, many of these are not very good. There was another noise that I can remember in here. Here. It's like a grunge map. So it's like this one, but I don't know. You can see if it works, because it already has like some of those streaks yikes Let's set the mode to average. Okay, so let's see if we set a motor average and we just try and probably break it up a little bit. Now, what I'm going to do with this one because I want to have a specific direction, I can add another transform node, and it's called a safe transform node. The reason I pick that one is because this one will always make sure that everything keeps tiling. So if I set my rotation, it will only rotate once we arrive at 45 degrees. So here, if I said it's -45. See, it will rotate like this. Then it will give me just like this directional warp, another direction warp like this, tie it Okay, so we need to so it is getting closer. You can kind of see that effect, but of course, it's way too large. So I want to scale this down. Let's see. But I don't want to lose too many details. So I'm going to start by scaling it down in here. Then I probably need to tone down my intensity of my directional warp and the intensity of my actual here, because this warp, I don't think clouds two works. Maybe if we go for like a parlis. So a purlis just really soft blobs that we can often use, and it just arts like a little bit. So if I now set my intensity to 50, let's see. Yeah, it does start breaking up a little bit quicker. But I guess that we don't need that much directionality to this anymore. So we could actually get rid of a direction wall because right now, because we already have this direction, it probably doesn't matter. So if I now go ahead and go into this transform and just go minus two a bunch of times so that it becomes like this really thin stripy bits. It's maybe the do ones. Okay, so it is now thin and stripy. But now what we have is that almost everything is just like perfect stripes. Like, I don't like that. I want to get a little bit of flatness in here, and I want to get a bit of dots in here. It's a bit tricky to see because at this point, we are working in such small areas. Maybe if we scale this, I probably need to preview it in context. I think what I'm going to do is I'm going to make this texture a little bit bigger in here, and then I will simply tie it into the engine. If you do that, then what you can do is you can get a little bit more detail in your actual texture, and then once you are in the engine, you can tone it down, and then you will probably lose a little bit of detail, but hopefully not too much. So let's say we got this piece over here. I'm just going to play around with my balance and my contrast a bit in order to get more of those flat pieces that we get over there. Now, we got a safe transform. A cool thing that we can also do in our safe transform is if we go ahead and add a make it tile photo gray scull over here, make it tie photo gray scull. It's really nice. Oh, sorry, make it tile. I mean, Patch, What is called make a tile patch gris gel. That's the one. Make tile patch gris gel. Because what it will do is, if you go to Octave and said it's a little bit higher, it will basically grab our material and then based upon our mask precision, which we can play around it, we can change the sizes. So here we can give it deformation in sizes. We can do rotation, but of course, rotation right now wouldn't really work since we need to go in specific direction. But we can set out a rotation a little bit so that we have very slight different directions going on. You can play around a little bit more with your mask warping to get a bit of, like, a sharper mask. And see now all of a sudden this texture starts to look a lot more interesting going from this to something like this. Now, on multi directional warp, I'm going to leave it off now. I just want to see what this looks like if we leave it off. So okay, so we're getting close. We're getting close to something that I like. Could it be that this is too long? Like, these strings might be a little bit too long. I might actually want to squash them. But if I want to squash them, I probably want to do that in, let's see. Yeah, I probably want to do that before here. So let's add the transform here. Now, when I squach them, I will break my tiling. So if I press control shift, I can move this down. But what happens is that it will break your tiling because we no longer are working with something even. But what I first want to try out is I first want to see if this actually looks good before I, I see here. So that does actually look pretty good. I just want to invert this. Actually, I don't even need to do this. I can just temporarily go into my normal and just press direct X just to see. Okay, so that's too streaky. So this is correct. Okay, so make it squatch does work, but because we broke the tiling, it will no longer it will probably give me like cuts or not. It should do. Or are we breaking this up so much? Here, see? Here's the cut. Ah, our make a tile patch is breaking it up so much that you do not even see the cuts anymore. That is a coincidence. I have never seen it that strong before. So I guess in that case, we don't need to do anything. If you did have to do anything, just throw in a make a tile note. Make a tile photo grayscale. So that note can make your textures tlable again. So we get now something like this. That's pretty good. Now, what I'm going to do is I just want to bump up like a bunch of these Willy small little holes that we have over here. So having these pieces over here, multi directional warp grayscale, we can press backspace. Backspace deletes it, and then just re links your mesh. For the rest, I think everything else we need. So yeah, nice and small. Not too many notes used, so that's good. Now with this note, I'm going to add a blend. And I want to go ahead and I want to add a dirt probably dirt one or dirt. Let's see. So basically dirt one and their two, they are very dirt is not enough. They are just these very thin little splotches over here. If you don't like where they are, you can, of course, play around your random seat in order to change it. And then once you're happy with it, what I tend to do is I tend, first of all, quickly go out of levels because I just want to get a few less dirt specs. And if I move my black stide of my levels, it will just get rid of some of those ugly ones or ugly ones, small ones. And with my white levels, I can boost up the intensity a little bit more. So it's like a balance to be found. Now, once you've done that, right now they are probably too sharp. We can have a look so we can art this into our blend and we can set our blend to subtract. So subtract will mean that black means that it goes inwards. White means that it comes out. So here. So we do get, like, yeah, okay. Maybe it's not too sharp. It's a little bit hard to see. If you feel like it's too sharp, so maybe it's like the tiniest bit too sharp. What I tend to do is I tend to just add a blur, high quality grayscale note. And this note, if I set my intensity all the way down and zoom in, because it's quite sensitive. There you go, you can see, if I go to 0.15, it will just add a little bit of extra blur to my scene. And now we get, just some of these little holes. So we got something like this. I would say that this is like a pretty decent norm let's get rid of these noises. Now, what we can do is we can go ahead and we can actually preview this and preview this inside of Mom's at toolbg. So I'm just going to go ahead and plug this into my norm map. So here we are in Mom Se Tolbag. Now, I got this Randall scene. Because this tio is not so much about Moms a Tolbag but just about texture creation and unreal engine, I'm not going to show you how to create this Randall scene. However, if you go to the Fast Track Tutorials YouTube channel, you can actually find literally a video on how I created this scene. So here you can see literally how the scene is created and how you end up with, like, a very nice result as you can see over here. So we will be using this scene. And, of course, because YouTube, this is free. It just came out, so I figured like, Hey, I can save some time and not make this tutorial as crowded. And, of course, if I keep Tutorial short, the price goes down, which is also a benefit for you guys as long as we cover everything that we want. So we got this scene. Why now I have aced racing turned off. We can later on turn it on to make it look very nice because this is Moms to Back four. But what I'm going to do is I'm just going to create a new material, and of course, this scene is included. I saved it as texture underscore render in our Texas folder. So I create new material, and I will call this concrete underscore plane. And then what I like to do is in my text folder. I like to make a folder called concrete underscore plane concrete underscore tiles. Gone goon Crete underscore tiles under scoe B. And I'm just going to call this underscore A because I can remember that we made that we are going to make two variations score A. And, um, concrete underscore rough for those little stones that we had like the back. So we have concrete plane. We can go ahead and we can, for example, copy this. And then if we simply go into subs and Ziner, we can start by just doing like a save as. And I'm going to save this in my main texts folder and just call this concrete underscore noisy and just save it. And then for this one, for now, we can simply export this, and we are going to export this in our concrete underscore plane, taga so TGA format. Turn on automatic exports when outputs change. This means that whenever we make a change, it will just automatically export. And that's why I'm confident in using Momset because I never have to visit this window. I can just make a change and immediately preview it inside of Momset. So I want to press Export. And now if we go in here, we have a concrete plane. For now, we only have a norm map, so we can just drag in that norm map that it has exported, throw it on here. And once you've done that, we can just drag this on here, and this is what we get. So it looks like the no map is a little bit strong. So let's actually go into this normal and let's just tone this down the intensity of this so that it becomes this quite nice soft. And then you can see that have outer updated because if I go here, it is a lot lower. Now, for now, I'm just going to set my roughness sliders lower because I don't want to get all that shine. And this is what I meant with what we would do in the engine. Right now, this is tiling one. If we go down here to texture, we can set the text tiling to for example two. And this is what I mean. So what we will do is we will actually change the textiling inside of unreal to make it look a bit better. Now, I'm going to make this a little bit stronger. So let's say around 0.4. Here, see. And I would argue that looks pretty good. So from this distance, it looks quite rough. Of course, if I would go for a far distance, so just like, Well, I don't have the came wngle, but you can see, from a far distance, it looks quite soft. It's a bit difficult to show you now because we have nothing in here yet. Maybe if I make my base color a little bit darker, I see. So it looks quite soft, but then up close. I will look if I go back to camera one, it will look very nice and detailed. Okay, that is great. So we got that stuff. For fun, I can turn on rate racing. I probably won't do much right now, but, it just gives us a very slightly more crisp look. And down here, as soon as you turn on rate racing, it will just load. And at the end of the loading, it will just give you like a nice denised final render. So that's looking pretty good. We got some directionality to this. I'm probably going to just add a little bit of breakup to it in the next chapter. And for the rest, what I can do is I can show you how to just create the tile variants of it. And then now let's first do the base colors, and then I will add the tiles. And once we've done that stuff, we can just move on to the next thing. So let's continue with that. 15. 14 Creating Our Concrete Master Material Part2: Okay, so let's continue with our material. So yeah, we got this stuff. I wanted to add a little bit of breakup to this, basically, because right now it's all perfectly going in one line, and I feel like here, sometimes it just randomly, changes direction and stuff like that. One way that we can already do that is make a tile patch to change our rotation variation a little bit more. There we go. So that we already, like a bit of breakup. And the next thing I'm going to do is I'm probably just going to go ahead and add like a blend after our very final blend before it goes into our normal. Yeah, like that. And then I just want to grab a noise and, like, very softly throw this noise on there. So Let's actually try grunge map. Let's try Grunge map 013 and play around with my seat a little bit more. Yeah, I quite like the seat number two. Now you can play around with your contrast. So I do want to go ahead and probably make that contrast a little bit stronger. Let's play around. I'm basically trying to get smaller there we go. So I try to get like a bunch of smaller islands that are quite white. And then if I throw this on top, what will happen is if I set my blending mode, I tend to just click once on my blending mode and then use my scroll wheel because then I can, play around with it. So I want to make this go probably flat. So let's set it to art and then simply play around with your paste. So now you can see that wherever this will become whiter, it will just have less effects. If I go to Momset, see? So you get this effect. And this actually also already, like, a preview of the effect that we're going to use when we need to make our ties smoother like this is that here, see, you can see the softness that happens over here. But yeah, for now, let's not make it this strong. Let's go in here and let's set our pasty down to around 0.2 inch, something like that. That probably works. Let's do 0.3. There we go see. So now we got just a little bit of break up going on. It's very subtle, but since this material is going to be used so many times by us, I can just, like, spend the extra time just to polish it up a little bit. So we got that now, base color. Okay. I guess base color is going to be very simple. Most the base color would actually be in the tiles because the ties can actually creates a place to hold dirt. So if I look at this, yeah, honestly, it's just it's almost like a plain colour, I would say. I'm going to give it a little bit more variation just to game a fight a little bit and to make it a little bit more interesting. So in this case, the way that I'm going to do this, there are many ways that you can create the base color. In this case, because it's so plain, I tend to use this technique. I tend to add a uniform color, which is literally just a plain color. And I then go to, like, my color picker. And you cannot see it, but I'm on my other screen. I am hovering over the picture, and I basically just grab a color from the picture. Now, do not trust this color because when you take a picture, that picture will often always have light in it from the sky or any other external factors. I know that this is probably going to be a very white looking a white looking piece. There we go. So I was going to show you because as you can see over here, see, so it is quite white. So for my main color, I'm probably going to go for something more in direction of this actually. So if I have a look at that, I want to set this now to a little bit more like a whitish color like this. And then what I'm going to do is I'm going to start by duplicating this. And this one will just be a tiny bit whiter or a tiny bit darker, doesn't matter too much. The goal is that we have two very slightly different colors. Now, we then blend those colors together. And what you can do is in your blend, you have an obeste mask, and whatever you throw in here, that's what it will blend between these two. So if I grab let's go for crunch map 001, for example, let's play around with my random C because I never like see number zero and then throw down my contrast all the way so that we have very soft variations. As soon as I drop this in here, this is what will happen, see? So this was like before and now it just adds the tiniest bit of a color different. I hope that you can even see it because it is very subtle. Now, on top of that, what I'm going to do is I'm going to add the blend. And I'm going to start by just grabbing some of probably the darker spots that we have in here. So if we add a actually, you know what, we might be able to use this as a mask. I was going to do this in two parts, but let's see if I can do it in one part. So if I grab a levels, it's just a simple levels note and just plug my blend in here and throw this into my opacity. Now, if I grab another uniform color, and this time, I'm going to go like, if we just click on here, let's go for a bit more like a brownish color, maybe a little bit lighter. Throw this into the top. Okay, so this is what we got now. Now, if I go to my levels and just flip around the black and the white slider, it will invert this stuff. There we go. And now if I just play around with probably only the center slider probably or my levels, I can increase or decrease it. So this stuff, if I would now, let's say, go in my base color, make this a little bit lighter and then go into my blend and just tone down the opacite I must admit, coincidentally, that already looks quite a bit like what I got over here, because it literally applies it to like all of these little cavities. And that's great, because that's exactly what I want. I'm just going to make it very subtle, something like this because remember, this needs to be tiling a lot of times. If we make this very clear to see, then what you will see is you will see repeating. Even if I do this, you can see repeating. Now imagine if I do this, you can see that it will just tile way too much, and we don't want it. We want to make it feel like it's this magical infinite texture that is completely unique always. That's, of course, the dream. We can never really get it to that point, but it's just what we want to try. So, we got this stuff. Let's throw this into our base color. So we now got a base color and normal. We don't yet need an ambulation and height map. We do need a roughness map. Now, roughness map for this is also again going to be very simple. It's just going to be like a well, let's actually just do like this. Let's add a grayscale conversion node. Roughness maps are always in gray scale. This is color. You can see by the button. This is grayscale. So that's why we have been working grayscale and now we are applying colors. You cannot have, for example, in the blend a grayscale and a color, then you get arrows. So I'm going to grab this one, Trots on my grayscale conversion note. And just add like a levels. This is just that I have a bit more stuff. Black means shiny, white means dull. So we want to go ahead and we want to just play around with my white slider over here and just move it to the right to make it quite white because we're not going to go for something that looks shiny. We can then add a blend and we can add this dirt that we have over here. I'm just going to grab the mask because the mask is already in gray scale. Throw this on top, set this to art, and then play around to the opacity. So this is going to be like our roughness variation that we have over here. Then for now, we can just throw this into our roughness and see how that looks, and we might need to do some balancing. But basically, let's save machine. I'm going to go into Momset. And now we have over here Abdo, so just throw in your base color. Oh, let's turn off rate raising at this point. And we have a roughness map, so let's throw in your roughness. Okay, so this is what we got right now. It looks pretty good. I think what I want to do is I want to just boost all of the colors up a little bit to just make them a little bit whiter, yeah, this is already set to white. So let's go in here. And what I'm going to do. So this color, I'm going to make this color near white, and then this color, let's go into the view so that I can see what I'm doing. Make this color. There we go. Like a little bit darker. And then over here, we have our dirt. Let's also go ahead and just make this a little bit lighter, play around with the dirt a little bit. There we go. Let's see how that looks. Okay, so that's why it's starting to look a little bit more like what we got over here. Let's see. Let's see. What else do I want to do? I probably want to enhance my dirt with, like, something else like a grunge map. So here we have our levels of our dirt. Let's add like a blend, and let's just throw in let's throw in moisture noise, maybe. If I grab a moisture noise and just add like a levels to this because the moist noise, unfortunately, you cannot control the balance in contrast. So let's set the moisture noise to around two in our scale. Throw this in here and set this to be art, and I'll just play around with your levels that we only get this in some locations, we just get a bit more dirt. Here or see. So hopefully I can then combine that. Okay, so now we got some extra dirt in here. I think I'm going to go ahead and set my motion noise back to actually one in scale because else it's tiling too much, and I just want to go into my blend and just want to tone it down a bit more. So that's not as intense. There we go. Okay, so that's looking actually pretty good. I quite like that. Let's see how it looks when we tile it even more 34. Okay, see, so it's very tilable and then we still keep some of these details in here. So that's great. So let's go back to probably I think I'm going to go for three or two. Let's go for three. Let's go for tiling of three. So if I have a look at this, Yeah, I think I'm quite happy with that. So we got like a salt base color. My roughness I might want to just throw something into my roughness just to make it a bit more interesting. So if I go in here, roughness, let's add a quick blend on top. And let's just grab, can I steal something? Let's steal Grunge map 013 over here. And then just go ahead and set this to be a subtract this time. So this is going to be like some downness. So I'm using Grunge map 013 for Okay, some light bits, so I can just use this. If you want to not have it in the same location, simply throw it transform in between and then just move it around a bit. This saves you an entire note, because, of course, the more notes you have, the more expensive things become. So right now, this note is, for example, 57 milliseconds. This means if we change something over here, this means that it it needs this much time to calculate. Now, it might not feel like a lot, but if you have very large graph, it could actually end up being like a few seconds even. So being able to save 57 milliseconds is quite important. Transform only cost us 1.4 milliseconds compared to literally an entire new crunch map. So it's something that later on, I will go over an optimization pa and I will go over a little bit more just how to keep your graphs clean. For now, however, what I tend to do is I tend to first focus on the art, and then I will focus on the cleanup and the more technical stuff. So we got this note over here. Let's see how that looks. Let's make it a bit stronger. There we go. Might be a bit hard. You can hold Shift and right mouse button to, like, rotate your sky around. Then you can see, some glare. You can see it a little bit. Let's make it a little bit stronger. There we go, see. Here, so you can see, like a little bit of glare. I'm going to tone it down just like a tiny bit. I'm going to end up with 0.35. But there we go. So we now have a base color, normal and a roughness. That's great. Let's save our scene. And now what I will do is I will just go ahead and do some cleanup. So we got these pieces over here. A few cool cleanup techniques. First one is if you just select this, so this is going to be our normal here, let's do this. This is going to be our normal creation. So we just go ahead and select it all, right click and press art frame. Now if you add the frame, now this frame, it will just move all your notes around. So if I call this, um grainy underscore normal, just in case I'm going to have more normals, which I probably will, that should look great. This one, art frame, concrete underscore base color score A, because we might also have a different base color, and this one art frame is just going to be roughness. Now, a last thing that I like to do is I like to keep my outputs together. I like to just grab all of these, move them a bit further out, and then add another frame, and I just call these outputs. Now, a few cool twigs, I can speak. Sorry. If you want, stuff like what you can do is you can select nodes, and then down here, you can align them. So this is just like if you want to keep things extra clean, for example, you can always just select these bunch of notes and just nicely align them and just move them all together. What you can also do, you can select them and just align them in the horizontal way. Of course, in this case, it wouldn't work. But for example, over here, I can align them horizontally. If this was, for example, offset. See? So that would then work very nicely. But okay, anyway, we have now a base concrete done. So that was nice and easy. I think it was a good introduction to substance Ziner. What we'll do in the next chapter is we will go ahead and we will start by adding tiles to this. And then what we will do is we will move on to our second variation, and that one is going to be probably something like this. So let's go ahead and continue with that. 16. 15 Creating Our Concrete Master Material Part3: Okay, so let's go ahead and continue with our tiles. So our tiles are going to be these kinds, even though this reference, this reference shows the long ones. We're just going to go for like the square ones. Should be pretty basic. So if I have a look at this, can I go closer? Yeah, so it should be pretty basic. There will be some breakup, and it looks like that, then the centra has this flat cement in it, so I do want to capture that. I think that would look quite nice. So tiles. Very easy. We do need to create a height map for this because I like to have some parallax on my tiles inside of unreal. So if we go to pattern, yeah, honestly, these are so basic, we can just go for like a tile generator, which is one of the most easy nodes, but it's also very cheap because it's only 0.7 milliseconds, while the more complicated nodes are already like 37. So tile generator, probably going to go for like three, two. Let's do two by two. Yeah, I think two by two should be fine. And then what you basically want to do is you want to just set your patron specific lower like this. Now, we do want to actually create a little bevel. That is something that I do want to get. So what I had in mind for that, there are two ways that you can do or we can actually grab like a brick generator because a brick generator generates bevels for us. So we could actually probably save some time if I set this to two by two and set my offset yeah, yeah, see? So that's easier. If you wouldn't do that, then you just use like a bevel note. So there's an actual bevel node here, which can turn if you like, lower this or higher this specific. There you go. So you have a bevel note and that can turn this into like bevel. But it would require more tweaking. So we can just swell for something this simple, use a brick generator. And then simply in the bevel, set this to be 0.003 probably. Let's have a look. So it's flat. So if I go for 0.02 B 0.02. Yeah, I think she open CO two, we'll do the trick. So we got this stuff done. Smoothness. So the smoothness, it does make our tiles a little bit more smooth, so because we have quite a bit of layering going on over here, but I don't think that in this case, it will actually work very well. Let's see. What else do we have? I actually So, yeah, you can see, like the slopes, but I actually expect them to not be this bad, but maybe I'm just zooming in too far. So we have, like the centerpiece over here, that is the middle size. No, sorry, it's not the middle size. The middle size is the offset of the middle size. It's a gap over here. So the gap over here, I'm not sure. We might want to just make this like a little bit bigger. So let's go from to 0.00, zero, five. No, that's still too much. Two. Yeah, let's do 0.000, zero, two, sorry. You can read it on the screen. I already messed that up. Okay, so we got this stuff done. Now cool thing that you can also have with this is you can already apply a slope. So if you just have a variation slope, here, basically what it is is it's some direction. So we can give it the tiniest bit of a slope. So here we have a variation, and if we then play around with the balance, and then set the slope very low because these are not tiles that are laying on the ground, so I just want to have this super low. I'm going to set it to like 0.1 by 0.1. So it's super subtle, you won't really be able to see it in here, but you will be able to see it in the actual height when we start applying this. I believe for the rest that this is pretty much fine. Yeah. I think this is pretty much fine. So here, if you would convert this to a norm map in OpenGL, this is basically what you get. So I do feel like the sample size is still a little bit too small if I look at this. So I might want to go in here and just set my gap a little bit bigger. 0.004. Probably do that. 0.004. There we go. And it looks like, so the angles, the samples, basically, they do not look too bad. I wish that we had control over the sample size. So the sample size is basically how much of this stuff you want to, um like, how many of these layers you want to get? Yeah. Sorry, Brad freeze. So we got this stuff. That's pretty good. Now, I want to get some flatness in between. And I believe the way that I can probably do that. If I have a look at this, I'm just thinking about, like, the easiest way to do this. So we're not going to have this into normal map yet. We basically need to fill it up from the height. Now, there is literally a height blend node. And in the high blend note, what you could try to do is to blend this stuff in here, but I'm just having to think about because yeah, first of all, we do want to break it up, but that's not really a problem. I'm just thinking about this waviness, what kind of noise I would want. If I go for probably a pearl noise and make the pearl noise quite small by setting the scale up, probably around 50, and then throw like a levels, and you basically want to get this to be almost white. Let's do it with the bottom sliders by moving the black slider to the right. There we go. So it's like this very solid variation. And throw that onto the height top. And now I just go into my height offset. Now, what should happen is if I set my height offset up, it will bring this piece up, and when you throw this into your norm map, here, this is basically what you will get. And let's play around to the levels a bit more to make them a little bit strong because here, this is what I want to get that I get some height variation. See? So that might be a little bit too much. Let's make this a little bit less. So yeah, we basically just get some height map variation over here. And the cool thing is that the high plant creates a mask. So this mask we can use to do the breakup. And basically, the way that I would do that is I would add something called a slope blur grayscale. And basically, what you can do is you can plug in the mask into your gray scale and then you can break it up using a slope blur. In this case, if I look at this noise, this is quite soft. So I'm going to go for a pearling noise or for a moisture noise. The moisture noise has more harsher edges. So if I plug this into the slope, at my mode to minimum and throw up my samples and then play around to your intensity, you get basically this stuff, see? So that actually looks quite good. And while the pearl and noise, if I said is like a very small ratio, even smaller. Let's go for like two, five, six. You get this stuff. So it's up to you which one you want. I think I'm going to go for the moisture noise myself. So basically, with this, we can very easily play around with the intensity and break up these edges a bit more. So let's say 0.12, something in that direction. And once we've done that, all we really need to do is we need to go ahead and probably convert this to a normal map. Think that is the best way. And then if you would combine this, now, like height maps, you can also combine norm maps. The way that you do this is you add a normal combined node. And then you simply plug both of these in here, and then it will properly combine nor map. And I always like to set the technique to high quality. Now, once normap is combined, you just want to go into your original normal and just playout with the intensity because we don't want to have this as strong, something like this. And we are keeping this all procedural. So if we ever want to go, for example, to high blend and play out with the offset, you can see over here, we can simply just control how much height we actually want to get in here. But this will be very small detail. So this is all you will really see. And there we go. That's a very quick way to just create something like this. Now, basically, we have this normal map over here. What I'm going to do now is I'm just going to do a normal blend. So it's funny because there's also something that's literally called a normal blend, but I mean just like a blend note. And then you want to go ahead and you want to plug in your um we want to create a normal color note. So this is just like a plain normal color. And then we want to grab a normal combined note. So we basically want to combine our tiles along with our normal combine so that we get this. So basically, it's just overlaying this on top. And we want to then plug into the top our normal color because we do not want to have these noises on the very center. So what we can do now is we can grab our mask that we have over here, plug it in here, and now you get this. So you get a flat normal in here, and then the rest has this really strong normal. Now, one thing I do not really like is if you going to my brick generator is I want to just make this a little bit smoother because these edges are too harsh. So if you go to your brick generator and go to the smoothness, you can play around to that C and then we can make them just like a little bit softer. You can even make your edges a little bit round if you want. I don't know, instead. Yeah, they are a little bit round. So I have no problem just making them a little bit round. So set smoothness to round 0.6 and set the roundness to round 0.7. Something in that direction doesn't really have to be too precise. So we plug this normal into our actual normal slot. And then what we will do is we will plug this height map, which is this one. Lent height into our height. And finally, amble clusion all we need to do is we need to create an ambient oclusion node. And now a nice trick if you hold control, you can duplicate a connection and plug it somewhere else. So we have this ambient occlusion here. Set the height depth very low so that we do not just get blackness, but we actually get some nice difference over here, and then throw this into our ambient oclusion. There we go. So let's have a look at this. Okay, so these are our tiles. Now, of course, this is tiled quite a bit, so this is tiled three times. So do keep that in mind. The first thing that I see is that the tiles are too small compared to the noise, and I find that the norm map is too strong. So let's start by fixing it, and we need to break up the tiles because they feel very straight right now. So if I go over here, tiles are too small compared to noise, which means that I probably want to just make my noise smaller because the tiles cannot really go smaller than this unless we make one large tile. The reason I do not want to make one large tile is because then I can add very little variation to it. So instead, I'm going to go to my blend. This is the output. Yes, this is the output, so let's go ahead and add another transform on here and just minus to this. So there we go. This becomes a lot smaller. We can play out a little bit more intensity of our norm map so that when we blend it together, it's not as bad. And that's looking pretty good. Next thing, break up. So if we go to our actual brick generator over here, what you want to do is you want to add a directional warp. And direction warps are great to lex and breakup. These tiles, they are organic because they're made out of stone. And they are also quite large. This means that they will never be perfectly straight. Right now, these lines are 100% perfectly straight, and this very rarely happens in real life. This is quite an important technique. So, oh, wait, I already explained to you. Yes, I already explained to you in the models. So, yeah, it's important technique. It also applies to materials. I sometimes forget everything that I explained. So I'm just going to grab a pearling noise and make it quite large. And throw this into the intensity input. So then we get something like this. Now, if we play around with our warp angle and then go back to our plan noise and just make it a little bit smaller. Now all we really need to do is just play around with our intensity and just give it like the tiniest bit of warping maybe set Yeah, maybe start warping a bit. That might be a bit too much. Be very subtle with this because when it's tiling, if I press space, it might look silly if you do it too much. But just having this little bit of extra warping, if we go back to our substance here, you can see that that's already adds quite a bit, having that a little bit less. Now the next thing that I'm going to do is I'm going to make my normal map, which is this one less strong. Okay, maybe a little bit stronger would be good. Let's go for 1.5, probably. Okay, so that's fine. I'm going to make let's see. So, everywhere, the center is going to be quite. Since we do want to create like a texture change, but that's for later. What I'm going to do is I'm going to make my tiles a little bit closer together, and then hopefully the height blends should still be able to blend properly. So if I go to my brick generator and I'm going to set my gap to 0.003, Uh, why is it not working? She opened 01. Oh, probably because of the smoothness. The smoothness probably pushed it back. So if I set my gap all the way off, yeah. Okay, so the smoothness pushed back the gap, and that's what made it look a little bit like that. So if I go here, see, now it's a little bit thinner and it looks a bit better. Of course, also remember, if we would be tiling this at like two, this is what this would look like. So we do actually get a bunch of details. So we got that stuff. I feel like my normal map is still a little bit too strong, so let's go in here. Normal sorry, not this one, this one. Let's start with one. The insight normal, I feel it's not strong enough. So if we go in the insight normal over, let's set this to around 0.5. And the cool thing is that the inside normal often does also like art a little bit. Now, the only thing is that what I find a bit of a shame is that I'm actually getting rid of some of these cool details that we have in here, and we are just basically making it plain. Now, a way that we can fix this is by going into our normal color. And instead of a normal color, we can plug in a duplicate of this normal. The reason I say duplicate is because I might want to play around with the intensity when it arrives here. ERC, so now we have this, now I can play around with this intensity. Sorry, not how pass the intensity I said. And that should hopefully HeRC bring out those pieces a bit more. So it's a little bit low. Now, technically, we do not need this intensity anymore, but I'm just going to leave it here because it doesn't really do much harm. It's just because of the blending, technically, we are getting rid of some of it as soon as it goes into the blend. So let's say that we got this. So if I go ahead and just create a frame for this and call this large unscor tiles. Now, what I can do is if I go to my base color over here, I do want to, of course, accommodate with that. I'm going to do this in two ways. I'm going to first of all, like a simple blend and then add a simple uniform color. So this uniform color is going to be probably like a bit of a grayish color. And all we need to do is then grab that mask that we've used a few times before, after the blur greyscale, over here just to create it, and then we can play around with, again, base color over here to make it not as different. So this will most likely just oh, does it not apply? It should apply. A, there we go. So we'll just add that. Let's make it a little bit more intense, the color. We can do this by going down here and just make this a little bit more gray. And now another thing that I want to do is just add some very quick dirt to this. Now, this is actually very easy. So this dirt is actually going to be specific to around the edges. And yeah, the goal for this is, of course, to make it feel more like these are We tiles because dirt builds up wherever they are uneven surfaces. So because there are tiles here, it has more of a chance to get built up, especially when we work on an abandoned scene like you can see over here. Even though most of our dirt will be decals, all we really need to do is add a blend. And this time, I'm going to go for a uniform color that is just completely black. And I'm going to add a node, and it's called a DRT node. I go down here. So the dirt node is quite expensive. But if you plug in your Ambienoclusion into the ambiencluson slot, and you plug in your curvature by typing in curvature, and then it asks you for norm map. I would go for this norm map before we have all this noise because the curvature basically picks up on edges, and if we have a lot of noise, it cannot do that. So we grab this curvature and set it to open yell and it rolls into the curvature. And then we get this basically. So now, hopefully, what I was hoping, though I don't see it happening just yet, is that I can get dirt around the edges. It might be that these edges are a little bit too here, let's twine, get rid of the curature. It might be that these edges are a little bit too specific and too strong. If that is the case, which I feel like it is, yes, it is. Then it means that we need to make a little bit of a more bigger structure. Now, the bigger structure, it's not too difficult. It's just basically this. It's a flood fill. And then basically what you want to do is you want to have a flood fill to gray scale. Flat filled to grayscale. Flat filled to Gradient. There we go. Flat fills a gradient. That's the one. So flood filter gradient. Basically, whenever shape you plug into a flood field, it will convert it into a position map, and then you have, of course, all of these notes. I'm not going to go over those. The most important notes that I often use is random grayscale, which will give random gray scales, gradients which can give us random gradients, just like we have seen on our tiles. And there's, like, a few more maps, but I don't often use them. It basically looks like this because over here, you can already see that we are also doing that. So we have our directional warp over here. We basically throw it into our flood fill, and that is able to now convert this into a position map. Then we have a gradients. Now, gradients, you can make those randomized. This is exactly the same system pretty much as that we have in our brick layer. But what we are going to do is we want to have gradients are gradients like this so that they are in one direction, as you can see, and then we want to duplicate this four times because we need to get every axis. So we have left nine degrees up -90 degrees down and 180 degrees right. Now, all we need to do is we need to blend this, and then it forms a star shape. So if you go ahead and blend this stuff, using A, I always forget which one it is. I believe it is a multiply. Or Mint darken. I think a mint darken will work. I tend to blend this using a mint darken And then what you will see happening is that it becomes a star shape. Now, if you have other ways to create the star shape, for example, if you use a more complicated node, you can duplicate the node, and then you can go to patterns and you can go to shapes. And in here, you also have a star shape. It's called Pyramid. So that's basically the same basic concept. The reason that we are doing it this way is because we are adding directional warps to it, and those directional warps deform my texture. So if I grab this, this star shape, what I can do now is now I can add a dirt directional, where are you? Dirt. Sorry, ground dirt. That's what it's called. Ground dirt. And basically, this is treated as a position map. So if I plug this into my position, I get this effect. Now if I play around with, for example, my dirt height and my levels, you can see that now this dirt is only around the edges, and that's exactly what I want. So this dirt, I can just plug in here. And I can just keep playing around with the levels until I get something that I like, for example. So here all the dots like accumulating around the edges. And then all I need to do in my blend is simply tone down the opacity until it's to my liking. So if I just go ahead and just call this tiles underscore dirt. And if I feel very adventurous, I can add a quick blend to my roughness, plug in the same mask and set this to be an art so that it is extra dull over here. And then you can play around a little bit more like your opacte. But basically, you want to make it extra dull, and then if we go to our moms set scene, see, you can now see this dirt, and then we can just do some balancing. For example, I say, like, Okay, I want to have the bit stronger, and now it is a bit stronger. Next to this, what you can also do is you can go into your ground dirt and play around with your random seed if you don't like the actual look of it until you find the look that you like. It's a little bit less strong. But yeah, I'm guessing that by this point, you do get the general idea of it. So we got these tiles. We got the dirt. Great. So now that we've done that part, in next chapter, what we'll do is we will create a variation of this, and this variation will look a little bit more like this. So yeah, we have these tiles. We have these pieces over here. Still need to add some damages. I just want to get a quick variation and just have it on this building, just to make a little bit more of difference. I will also have it on this building. So this one and this one, I will probably go ahead and then using the variation, and then this one, this back building and this one will be like this variation. Because the modeling wise, the seed is very simple. I just want to add a little bit extra to it in the texture department. So let's go ahead and continue with that. 17. 16 Creating Our Concrete Master Material Part4: Okay, so we are going in the right direction. So in this chapter, we are going to work on this variation. Now, we can make this variation just in our own little graph. So I will show you how to do that. Most of it is just going to be changing sliders pretty much. And for the rest, yeah, we need to generate some stones and probably also just get some more interesting colors. So if we go over here, let's have a look at our reference. The first thing I'm going to do is I'm going to go ahead and I'm probably going to start by adding some sliders. That will most likely be the easiest thing. So what you can do is because the power of substance is that you can also very flexible, flexible flex. I don't know how to say it. There is a lot of flexibility in how we can quickly change our texture. So basically, if we, for example, have a height bland. Now, one thing that you can see is that in here, the concrete is actually very close to the edge of our stone. We can simply do that using our height offset. However, I do not want to go in every time go in here and change my height offset. What I instead want to do is I want to press this little button next to it. Press expose. So what I can do is inexpose I can give the name. I tend to give it always a new name, and I call this, for example, Grout, because that's called Grout in between there, underscore height. Then I press Okay, and Okay. Now, what you can see is you can no longer edit it in here, but don't worry. If, for example, click on here, let's click on my blend over here. If I click once on my concrete noisy down here, you can see that now in the parameters, we have our height offset, which is called crowd height. I always go and copy the identifier and also in the label. This way, I can immediately read it like this. Now, the cool thing about this is that what we can do is we can go and create presets. So over here, if we would have a preset, we can say, Okay, crowd height at this level, I'm going to have a preset and I'm going to call this preset, um grainy underscore tiles, for example, something like that. Once I've typed in the label, I'm going to press new. Now, it will save this preset as grainy tiles. Now what I can do is I can go ahead and I can, for example, now, say, Okay, I want my Grout height to be higher so I can go up here and I can push this up until it's almost at the very tip. And I can call this one, Smooth. Let's call this one smooth tiles, and I can press new again. Now, in this drop down, now we have grainy tiles, and as soon as I click that, it will go to those settings, and I have smooth tiles. So yeah, you can imagine if we just expose a bunch of stuff, we can actually very quickly create some interesting effects with this. So here, I set it to smooth tiles, and because this is a preset, it will automatically export like this. So if we would go to Mm set, you can see that now we have over here we have these quick grout lines. Now, I can, first of all, do this with a few thing. So over here we have, for example, you can see, we have the color. I can do the same over here. I can expose this, and I can press new and call this crowd on the score color. So that is for our color. So now we have full control over the color of those things. Now, we also have a base color over here. With that one, I might want to wait because I first need to change my normal before I know exactly what I want to do with this kind of stuff, just because it's yeah, it's very specific in coloring, but I don't want to go as specific as I can see my reference because I still want to stay within this range a little bit. So what I'm going to do we need to make this a lot smoother. So we're going to do this in two phases. We are going to make this smoother, which we already had a base system for. So over here, let's see. If I would go ahead and I believe it was this one, right? Where I Okay, yeah. So here, like this, I'm blending that out, but I do not actually want to use this. So I'm going to go ahead and show you how to use a switch. So if we make this a little bit bigger, what we can do is we can add a switch gray scale. Yes, we only need one. You all have a multi switch grayscale in case you want to have more switches. But what I can do is I can plug this into falls and into transform. And then I can, for example, duplicate this bland, and I can say if I grab a grunge for this, so something that will overall make everything a lot smoother. So not like this one, I want to have it almost everywhere smoother. So let's say grunge map 001. Here, let's move this. I just keep making my frames bigger? Yes, I actually forgot what it was called. So let's say I have something like this. I plug this here ops in the top, and have this blend. And if I just move this up, you can see that this one's way more focused on just making everything smooth. I can plug that into true. And then what I can call this is I can go and expose this switch and I can say this switch if it is true, then it is smooth concrete. So now we just know that when smooth concrete is set to true, it will be smooth concrete and else it will be rough concrete. So it will very simply here if I go here. This is what we have now. I can very simply go into my concrete noisy. And in my smooth tiles, oh, let's copy our identifier into our label, Cout color also into our label. There we go. So now if we go into our preset, you can see height, gout color and smoothness, and I can just very simply turn this on and off. I need to go into my smooth tiles. So there we go, update. And now, sorry, I missed click. And now if I turn this off, it should. Hello. Why are you not working? Have this true false. Yeah. It should just work. I'm not sure why it decides not to do it. This, this one still works. So smooth cream Oh, I'm turning it on and off here. I mean to press true or false. Wow, Amil, that's so bad that I sorry about that, guys. I have no idea how I actually do something, stuff like that. But yeah, basically, now it's just this soft concrete. So yeah, you can see that this already works quite a bit better. Now what we can do next to this is we can say, I want to also control the intensity of this normal over here, which are rough normal. So let's expose this all this rough score concrete, underscore normal unscore strength. I like to use underscores for my stuff. There we go, so we can control that intensity. And now, finally, what we need to do is we can start by just creating a base color, and then we can add the stones later on. This base color, I'm going to show you another technique that I use. So let's say we have this is going to be like our white base color. We can leave this dirt on both of them. So what I can do is I can add a switch color, and I can say, I white tile. So let's expose white nscoed tiles. There we go. Then I can say, if white tiles is true, then we will do that. But if it is false, let's make this bit bigger that I have more space. I'm going to show you another technique. If we go ahead and grab a gradient map. Now, the cool thing about the gray map is you can map colors based upon the gradients that is inputted here. If we grab, for example, well, actually, let's grab this crunch map 01, for example. I don't know if it will look good, but I will show you. Now what you can do is you can go to the gradient editor, and then you can pick a gradient. Now, you won't be able to see it, but when I pick a gradient, I can go to my other screen and I can literally click and drag. Like this, I can literally click and drag on here, and then you can see that it will type to map whatever I picked to these gradients. So just like that, I can choose whatever gradients want. The longer you drag, the more noisy it will become. So sometimes it's good to only drag it a little bit like this, for example. I'm just basically going to see whatever I like. And I'm just in random positions in my texture, I just drag this just see if it's to my liking or not until I find something. It can be quite noisy because it's stone, so I'm just playing around It's a bit too noisy. Yeah, let's do something like this. The goal is that I just get these interesting different colors. Now, now that I have these colors, now what I want to do is I do want to do a little bit of balancing. I'm going to do this using an HSL node. So the HL note, I can set the lightness, which is quite good. And I can also just play around with the U a little bit to make it a little bit browner. And I can, of course, play around with the saturation if I want. I want to keep this, let's say, fairly brownish. Start with something like this. There we go. So 0.54, 0.5, and 0.57. I want to keep it quite light. And then I already plug this in here because now what we need to do is we need to create the stones. But before we do that, I already just have a look at this. So in the end, if I go to my concrete noisy, go to my parameters and just copy the identifier in the label over here, I can say presets white tiles is turned. Oh, smooth tiles, yes. Turn off white tiles. So now we get this effect. So here, this already looks a lot better. And if we just go also into our normal, I can also go in here and I can set my normal strength a little bit less, and then I can press Update. Now if I go in mom's set, there we go, see? So we very quickly start to get something that looks a little bit more like this. It's not as reddish as that you can see in a reference, but I do that on purpose. But we still get this effect. See how we got these details? So we still get those details. So we can very quickly just swap things around. Color wise. Yeah, it's fine to have these a little bit more shiny. So the automatically also change the colors. But yeah, here you can see, like this is starting to look really good. The things are gout color can be a little bit brighter. There we go, see so it's not as intense. Okay, so stones. How do these look? Yeah, so they are more like patches. They do have a normal, but it's very subtle. We can also add a normal. I'm just having to think about, I don't want to make an entire stone generator. But that is such a large thing that it will actually make it very difficult. So instead, I'm going to make a very basic version of it. Because it's all flat, I don't need to have anything special in this. The way that I'm going to do that is I'm going to go ahead and go to patterns, and I'm going to grab a shape splatter over here. Now, I need to create a few stone shapes. The way that I tend to do that if I want to very quickly do it is I quickly grab a shape. I make it, for example, into let's say, like a disc and just set the scaling a bit lower. And then I just break this up a bit. I break this up using a slope blur, gray scale often. And in the slope, I just grab like a purlin noise. So we've used all these noise before. I set my purlin noise quite low in scale, and then my samples quite high and just set the mode to minimum. And what it will start doing is it will start cutting away. Actually, maybe blur minimum blur, I don't know. Let's give that a go because the next note is going to be levels, and these levels, we are going to push the black slider all the way down. And that's what basically turn into a randomized shape. Now we can imagine that what we now can do is we can just play around a little bit more with our scaling, and we can give a few variations. So we got, for example, this one. What I can do is I can say, I want to duplicate this stuff three times, probably. Maybe also in one of them, change the shape. So let's change the shape from this one to like Let's literally do like a square because we break it up and then we get like if we just make our scaling a little bit bigger, and I break up intensity a bit higher. So that heads to like 32. And then play around with your random seat. You basically just or actually, you can play around with your disorder. I'm just trying to get interesting looking shape because these shapes are very interesting looking also. So we got something like this. Let's go to your levels and really push this all the way down so that whoops that you only get, like, a plain color pretty much. I normally have a note to do that for me, but, um yeah, that note it's exclusive to me. So I'm not because making that is going to be, again, a lot of work. Like, I'm trying to keep this fairly simple. So basically, I'm just playing around a little bit more with, like, my scale and my disorder. Maybe I want to set this also to 32, just to break it up a bit more. Make sure to set this all the way down. And yeah, just basically keep playing around with it until you get a shape here, like a shape like this, for example. So let's say that we got a few of these pieces. Now, what I'm going to do is I'm also just going to go ahead and I'm just going to drop one of these shapes in here. And I'm just going to add a very quick, like a directional warp and just grab one of our pearl noises. This is just, I said it's quite high to 40. This is simply just to create a very basic shape that we can throw in between here. And once we've done that, all we need to do is go into our shapes splatter. Let's set our input number over here, the pattern input number to four and then plug in one, two, three, and four. And now this note is very powerful. It's quite expensive, but it's very powerful. So what I can do with this first things first is always go down and turn off the height scale out to adjust because it's always trying to, like, automatically adjust your height scale. Then let's start by just going and setting the amount quite low. Okay, that might be a bit too much. Let's set it to around 40, 40 by 40. And now we're just going to mess this stuff up. We're going to boost up our random scale in our size to just give it a random scale. Random position, throw that up, so that we get random position. Random rotation, throw it all the way up so that we get random rotations. Now what I like to do is because often this is very, very uniform, while over here you can see that sometimes there are areas with almost no stones and sometimes they are areas with a lot of them. I like to just grab a grunch map and maybe I can steal one that I've already used before. Let's grab this one over here and throw that into your mask random slot. Then if you scroll all the way down over here for mask random map multiplier, and that will basically based upon your mask, it will just remove some of the shapes. So we get a very easy and a bit more organic looking distribution. Now another thing that you can do is you can quickly go ahead and go to your height scale random, and that will just randomize the actual intensity of our norm map later on. So we will have two versions. We will have this version, which if we add a norm map to this on OpenGL, we want to make this very, very soft. So this is just going to be like 0.05 or something like that. So very subtle. And basically, we can plug that on to this one, this blend. So let's add a normal combine. Plug this in here and sets to be high quality. There we go. So the sum now, we get I think it's still too strong. I think we even want to go for 0.03 because most of this is in the color. And then the next one that we want to do is we want to add a do we have a mask in here? No, we don't. Let's add a levels. And basically, you want to just go ahead and move your white slide all the way up. You can art in histogram scan. You probably have seen those being used in many tutorials also. It's called histogram select, I mean. And basically, with that, you can set the position. Oh, sorry, you can set a range, what is it contrast and a range all the way And then you can also do some extra controls, if you want less or more pieces. You also have a Hiscom scan, which does the same as a levels, but I like to use levels. I feel like I have more control that way. So I plug these levels here. So this is now our mask. I can now go into my HSL, and I can add another plant, and I'm going to use this mask in my opacity and now all I need to do is create an actual color. Now, the good thing about the color is that if we add a gradient map and plug in before we add the levels, plug in this one. T already basically because it is a gradient, this gradient will see everything on dots as a different color. So if we would plug something into our grain data by going in here, picking a gradient and just dragging it over here, see, it will start to just grab a random colors based upon whatever we direct and I direct it in this area over here. It will just grab some random colors. Because it is a mask, it will just ignore whatever is outside of this. So as soon as our blend this together, we get this effect. Now if we just go ahead and add like an HSL note to this, boost up the saturation to make them quite colorful because I think that looks quite nice and then also boost up your lightness. I can just go in here and just keep here. We need to go a little bit lower maybe with the saturation. So we don't want to have it looking like confetti or something like that. But let's say something like this. Now, if it still feels too strong, you can just go ahead and you can, tone down the opacity a little bit. Just don't go too of bobbed. We still want to have them showing up. And if you feel like the edges are too sharp, add a very quick blur, high quality grayscale and just set the intensity like very low. So 0.1. Let's, let's do 0.15. There's always like a little clamp moment where it shoots up from pixeled to soft. So let's say something like this. Now if I go now here, what do we see here? We see our actual shapes. We can even make them a bit stronger. Going to our blend, move this up a little bit. Okay, that's a little bit too strong. But yeah, basically, now we just have these very quick shapes over here. Like that. So that's great. So we very quickly have created now a second variation. And all we need to do now is we just need to well, let's save our scene first, go into a concrete noisy. And for this one, we can just go ahead and we can update our smooth tiles. If I go ahead and go to my normal map, I can now click here and go to my grainy tiles. And in this one, if I just turn all of this stuff on white tiles, I want to be turned on, smooth tiles, I want to be turned off, and everything else should still be in the default format. So if I just press Update and go back into Momset, now they're white again. So now we can just very quickly switch between the two and does it. See? And then what we can also do is we can change the color later on inside of unreal engine. So that means that we've done this one. We've done this one. We've done this one and this one. Um yeah, I'm probably just going to make a variation of the Grout, but I can do that inside Unreal engine also. So having those pieces done, yeah, we have the bottom one that I still want to do, but I feel like I'm forgetting something. So I will close the video or close this chapter. We still need to do this one, but I will also have a look if I did not forget accidentally something in here. So let's go ahead and continue with probably this material down here in the next chapter. 18. 17 Creating Our Concrete Master Material Part5: Okay, so in last chapter, I said, I felt like I forgot something, and the thing I forgot was to simply make a preset without the actual tiles and just like the plain concrete. So if I go ahead and I can actually just artist to both presets first, we can drag down. Yeah, I think we can already do it at this version. Basically, if we do this, let's have a look, let's see. I think we can do it here. So if we have a switch over here, Switch Grayscale. If tiles is true, and now another cool trick if you hold shift, you can over here swap your outputs, and then if tiles is false, it will just be white. So because it is white, it should hopefully not show up anywhere else. So if I do this, expose the switch and call them tiles and press Okay. Now I just need to test it out. So if I go to my concrete noisy, start with parameters and just copy the identifier to the label, now if I go in my preset, I can just go ahead and I can have another let's see. So if we go to grainy tiles because this is the one that we often have, and then I'm going to turn my tiles. Actually, I'm going to label this and call this no tiles grainy. Turn off tiles and just set this as a new. So no tiles granny, I just want to have a double check, and I can just simply do that by going in here, double checking my base color, so my base color looks almost fine. We just need to get rid of that outer line. Normal looks fine, roughness looks fine, and the rest looks also fine. Okay, so we only need to get rid of the outer line. So this pretty cool that I can now also show you this, it is basically going like this. Let's see. So here we have our tiles. What we can do is at this point, we can add another switch color. And this time we can just say, like, if this tiles is false, we get this one, and if it is true, we get all the dirt from the tiles. And now you can actually share output. So I can go to this switch, and I can go down here. And this time, I can just simply select tiles. So now it will share the same switch, and now you can see that it has immediately fixed it. And if I go in here, we have plain concrete, just like that. And we can then later on do the same if we need to with the other version. So we got this stuff ready to go. No tiles, grainy tiles, and smooth tiles are also here. So I just need to go to smooth tiles, turn on tiles and press update. Grainy tiles. Turn them on. A press update. There we go. So now, at least it's just applied everywhere. So that is great. Okay, we got our tiles done. That's perfect. Now that we've done that, I was going to go ahead and I was going to work on this version. Where are you over here. So these pieces, we can pretty much still use our tiles. They are basically just like a different surface. I do not know if it's word making it in the same graph. I guess we can just make it in the same graph. So let's just quickly add the frame to this and call these um the flat underscored stones. Yeah, there we go, see. So the calf is still not too big, so that's still looking good. I can just go ahead and save this. And basically, if we go to ch reference.org to find some reference. So it looks a little bit like this, but I can remember that I had another texture. It's like these kind of grainy tiles. There we go. Let's grab these three. So yeah, it's basically this kind of stuff. So they're almost like little pebbles that are just stuck on top of it. You also have this one, which is like the bigger version, but I don't think I want to pick that one. And yeah, we have like this one over here. So I'm just going to go ahead and go for this. So let's just quickly download that. Here we go. So here is the high resolution that I've just downloaded. So if I have a look at this, it looks like it is mostly just like a height map and then also, of course, non map. And FRs is just like a color change, and, yeah, we can just keep the rest in our graph. So if we go here, um, let's just have a look and see. So these pieces, because they are really small, that is going to be a little bit tricky. I'm going to start by creating some more dedicated pebbles for this. So the way that I'm going to do these ones because they're a little bit different is I want to go in here. So let's go over here. Because these are it's like literally a blanket of stones that makes life a little bit easier. Let's go in here. And basically, the way that I want to do this is I want to grab a let's see, cells two or cells four. So basically what you can do with these cells is so we can generate stones based upon this. I think cells, too, should be fine. If we then play around with our edgewid, so we want to give it a little bit less of an edge wit. But now, at least I can just control the scaling very easily. So I'm going to set my scaling to 80 to get started with. You don't want to make it too small because else the notes that we're going to use after this will make things go a little bit bad. So on this, I want to add a non uniform blur grayscale over here. And basically, if I then plug in my blur map, both in these one bits and my samples all the way up and my blades all the way up, we should be able to get just like some softening going on like this. So we got that one. Now, I still need to get an effect that can give me some smoothening. I don't think this one is going to be the one. We can see. So basically, if we grab a histogram, what was it? I always mistake if it's a scan or a range. Let me just have a quick look. Yeah, it was scan. So in histogram scan, there we go. And the reason Okay, so that does work. So the reason I want to grab a HiscRm scan is because I can actually control, a little bit more of the smoothness and I can make these edges a little bit round to give them more of the pebble feel that we got over here. So let's go for something like this, for example. So we got these nice round stones over here right now. Now, we do definitely want to break these up and just add like a bunch of extra variation to it. The first thing I want to do is I want to add a flood feel and then I want to grab before we smooth this, yes, because else, a flood fill needs 01, which means it needs to be fill white or it needs to be filled black, else, it doesn't work. So this kind of stuff doesn't work on a flood fill. But if we grab a flood fill and then do a flood fill to gradient, we can throw on the angle variation. So now we have these bunch of different little gradients. Now, my hope is that I can use those to actually slice away pieces from my stones to get these really sharp edge over here. I am improvising quite a bit here because normally I use a very complicated generator that I have already created, but that generator is a tutorial in itself. So that's not something that I can just show you because it uses like pixel processes and a bunch of other stuff. That is very technical that even I would not feel confident in teaching you. So I'm going to add a blend to this. I'm going to throw on my flat field the gradient. Now, the blending mode, let's just use my scroll wheel. I believe that it was multiply that cuts it away or Oh, there we go. Minimum darkening is the one that cuts it away. So it gives me some sharper cuts. So if I just throw on a norm map just so that I can keep track of what I'm doing, this is what it looks like now. So I have this gradient that is cutting away. I believe if I add like levels after the gradient, I should be able to control here, I should be able to control the amounts of cuts that I have over here. So now I'm cutting it away like this. That is good. Okay. So what I want to do now is I don't want to have these cuts everywhere. So I can use my flood fill and I can add a flood fill to random gray scale over here. And when I plug in my flood fill, we get this effect. So we just get like a bunch of random gray scales. The nice thing about this is that if we now add a histogram, select, we set the contrast all the way up. What we can do is based upon the range, we can literally just select randomized pieces. I can literally say like, Okay, I want to use this as a mask, and then I want to blend before I cut them and after I cut them and blend it using this mask, which should mean that some of them are now cut and some of them are still smooth, as you can see. Now as for the smoothness, let's play around with my blur a little bit to see. Okay, so we do want to probably get quite smooth like this. So now we're just getting a bunch of different cuts and stuff like that. Another cool thing about this that we might want to use is, let's add an outo levels to this. And out levels, basically, make sure that the levels are completely 0-255. With that, what I mean is that if I plug in the levels, right now, you can see that stripe is over here. So it's not ranging the entire way. This outer levels simply make sure that everything is pushed 0-255, which often gives us a brighter effect. Now if we add another blend to this and then plug in this random gray scale that we had on top and set this to be a multiplier, we can now control how much of the stones we want to show, like the actual depths of them here, see? So I can just completely control that kind of stuff. So that's starting to look pretty good. It still feels very, very uniform. Now, that is a tricky one. So I want to blend these two together. Let's see. What if I set my OSC, by the way all the way up. So then I am starting to mask out some of these stones. It could be interesting. I could like a levels like this and then push some more pieces towards black. And then what will happen is those pieces will be masked out, like we can see over here. Twice something like this. I do want to try and clamp this together so that it always just stays quite sharp. Okay, so we're masking these pieces out. Now, what I was hoping is that if I just throw on a transform and I blend these two together, hopefully I can create some clumps together. So if I blend these two together and basically grab your transform and then just move it a little bit. So now, all I need to know is, which blending mode would hopefully work for this. So if I go to my normal and just start using blending modes, I want to try and find one Max Lighten, maybe that twice and basically clumps things together without breaking the original shapes. Max Lighten, what else do we have? Switch, divide, overlay, screen, and soft light. Yeah, I think Max Lighten is the only way, only one that really does it to create these really large clumps. Now, there is quite a bit of clipping here, but what I'm thinking is that when we actually tie this another time because it's going to be so small, that should not actually make that much of a difference. That's what I'm hoping. So if I have this one, if I now add another transform to D and press minus two, see, now it looks like this, and then it starts to look a lot more like this effect. And I know that engine wise, if you look this up close inside of unwel engine, you won't even be able to get this kind of detail. It's simply not enough resolution for stuff like that, then I would need to make it dedicated to like a render like this, but I'm not going to do that. I'm just going to go for the general idea and still have it looking, of course, very interesting. So we got that stuff. Now, we want to go for more of like a browno look. So let's see where do I want to plug this in? Because I, of course, also still want to have these empty places. I want to have them filled up. So if I grab this stuff over here, and I add a normal blend this time, so an actual normal blend. A normal blend just blend your norm maps a little bit better compared to an actual blend note. I plug this into the top, and then I do want to use a Musk gas and I want to use let's see. I want to use this one, duplicate this levels, but I want to invert it. Actually, I want to grab it over here. So grab that and invert it. Oh, wait. I do need to add like a transform after that. Same transform because we are, of course, tiling it. Okay, so we got this one First things first is, I need to clamp this closer together so that it actually is full white. And I grab this and it looks like I do not want to invert this actually. So I do want to keep this like this. Alright, that's, that's not giving me what I was hoping for. In that case, what I'm going to do is I'm simply going to grab this, transform, throw it into my levels, and then have a look. So if we have this, then basically just move your white slider all the way up and then we just clap it out like this. That basically does the same trick. There we go. So we now got a background so we can just use the same background from our large tiles. That's no problem. I do want to, of course, now create a very quick switch color that I will call if I expose this very rough concrete, for example. And then I say, if that is true, we pick this one. If it is false, we pick it before we add this norm map, and then you swap around your connections. So we now got this one, so we can just with a flip of a switch, we can just easily change that. We still have our tiles that we also need to work on, but I first of all, want to just get this working correctly. The tiles are quite interesting because they are just like these really bright white lines. Over here, which makes it quite interesting. So I just need to have a think about I'm going to do that. I might have this one as just a single tile so that I can map it a little bit easier and not have pumps with the top instead of me going around with double tiles. But I'm not yet sure, so we'll see. Let's go ahead and just add a frame to this. Very rough concrete. Now, if I go ahead and just in my height, which is the tile height over here, if I just add like a blend, and just throw in. No, you know what? I don't even need to blend. I just need a switch grayscale. If I do a switch grayscale and plug in into the false, the height that we now have and plug into the true this height map and just throw that into our height. And you know the drill, just go into your switch and set this to be very rough concrete so that whenever we turn it on or off, it will just immediately change. And this version, I also want to plug that into my ambient clusion that it automatically generates ambient occlusion whenever this one is turned on. So finally, the last one that I want to work on, it's going to be our actual color over here. So if we have these two colors, all I will need to do is I need to add another switch color. I'm going to turn this probably into a multi switch. What is it called right now? White tiles. Okay. If I add a multi switch because we now need this, a multi switch color, and instead of calling it white tiles in the input selection, expose it. Let's just call it texture score color. Let's do that. It's called texture n score color. And then we basically want to say T is input one, false is input two. And then if we set the input number to three, we can add another input and just replace that. So basically, the reason that we want to do this is so that we can just very easily swap that stuff around. I will clean up my input later on. I first now want to focus on actually making one. So I'm going to go for probably a gradient map and throw in a height map in here. And now, if I see this, I'm not sure. Sh I will try to just literally grab it from there. So if I go gradient at the top, pick gradient and just grab on that texture, yeah, that's what I expected. So it just has this really ugly look, which I don't like. In that case, I'm not going to grab this one. I'm going to grab. Where are you? So the flot filter random, yeah, let's do that. Duplicate that transform. And then in our flood filter random grayscale so that we have these bunch of different grayscales. We can just go ahead and we can throw that on here. There we go. Now we at least have a bunch of different colors. Let's throw that into input number three. Let's give that a go. Let's save scene. Let's go into concrete noisy, we want to get started by going into, let's see, no tiles grainy then the input can be number one. That is fine. Oh, I need to change my switch. Switch, copy the identifier into the label, and input selection, copy the identifier also into the label. Okay, so preset. Very rough concrete. I want to set falls. And update this. Now, if we go to grainy tiles, I want to once again, very rough concrete is false and update it. Smooth tiles, very rough concrete is false. And taxicl now want to set to number two because this is going to be number two over here. So let's go ahead and update that, yes. And now if I grab another one, which is just going to be turn off. Actually, we can get rid of white tiles, don't we? Do we still use white tiles over here? Let's see. This switch, what are you called? You are just called tiles. So we do not use white tiles anymore. So we go and go into our concrete noisy and into our perimeters. And then in white tiles, just press the X button to get rid of it just to avoid any confusion. So smootiles is fine. Grainy tiles is fine. And I want to now just go into no tiles, and if I then go ahead and just set this to be rough concrete tiles because this one will most likely only be a tie. Turn on, no, wait. Let's turn off tiles for now. Let's turn on the very rough concrete and set the color to three. And that should do the trick. I hope. So let's press new on this that we have a new preset, let's have a look. So we got this one. It arts the dirt. I don't think that will look very good, but we'll see. We got this one, that's great. That looks very much like our reference, our roughness, and the rest. Let's give that a go. Okay, let's have a look at this. So first of all, our roughness is really won, and our turn on rate raising. So rate racing does help in these kind of cases, just to make it stand out a bit more. I do also want to probably add some displacement to this at this point. So what I'm going to do is I'm going to add a displacement. I'm going to add a height map, but this will make things very slow. So let's just add a height displacement. And for now, I'm just going to navigate to my textures 1 second. I know that we're still just exporting at the same one, but that doesn't really matter because we are later on, just go cleans up. So throw this into height. Set is very low, so 0.01. Probably. Okay, now let's turn on rate raising. We only need to do that once. And let's hope that the shadows aren't too intense. And, okay, so this is what we got right now. Oh, the shadows are really intense. I'm going to set my height to 0.005. And I'm going to go ahead and go into my substance designer. And in this normal, I'm going to set this back to one just to get started with. Just make sure that it's not too blown out. Now, here we have our multi switch color. I want to go ahead and also go probably in this one. Let's see. So that's tiles 30. So if I add a switch over here, switch color, I can say if There we go. I rough concrete, very rough concrete, I mean it is true, then we will not have the dirt arded and if it is false, we will have the dirt arded. So let's see how that looks. Okay, so we are getting there. The roughness needs to be a little bit lower, and I need to make the color lighter. So first of all, let's go into our color. Let's add the levels to our gradient or sorry levels. Let's add an HSL map to our gradient map. Call this light and just throw up lightness and also probably a little bit of the exposure. There we go. Now we got, like, let's throw down the exposure bit, because right now the colors, they look a little bit more silly rather than cool. Okay, so we now have that effect, so we get, like, this really grainy look. That is great. We've got that stuff. And actually, the roughness, you know what? I think the roughness might actually be fine at this point. I think, yeah, because I can even control it inside of unuel engine. So I'm not too worried about this, to be honest. It looks quite dull in this area. So this is actually pretty good. So we got this piece over here. Now, what I can see is that some of these pieces are very bright white. So I do want to see if I can just quickly implant something like that by going into my color over here and just adding a blend. And then like a uniform color that is literally if you go unifocal, that's literally just white. And then we have a via transform to D, I'm just going to go ahead and add the levels. You know what? No, let's not do levels. Let's add a histogram, select to this. Set the contrast all the way up, play around with your range and your position. Let's do this. And the reason why I'm pushing this out is because you could see these little lines over here, which I do not want to actually include. So instead, what I'm doing is I'm pushing my range all the way up, and then I'm just going to go ahead and add an invert grayscale node and plug this into my opacity. Now we get this stuff. Okay, now I can see like, Okay, I want to have less of them, so I can go into my histogram select. I can go into my position, just get a few less of them. A bit more. Yeah, let's add like a bit more. And then also just go into your blend and just tone them down a little bit so that they are not as white as they are right now. There we go, see? So we just get some of these little white bits. Okay, so that's pretty good. I would say that the last thing that we want to do at this point is just re art our tiles bag. So we got all this stuff ready to go. There we go. And to re art our tiles bag, all we will need to do is we need to go down here. Yes, let's say at this point. Add a single blend because I know that this is going to be just the tiles. So what I can do is I can add single blend. I can grab my directional warp, this one, throw it in here. And then add the levels, hold control, and also throw your mask in here. And then for these levels, you basically just want to go ahead and just mask out just like the outer borders, and then just flip around your bottom sliders to invert it and throw that in here. So now we get this effect. So hopefully, what I can do this is I can now go to my levels and I can just try and blend this as good as I can until we get something like this, see? So the stones just get cut off and we simply have the tile sitting in between there. Now, I said I was going to do a singular tile Oh, yeah, we still need to do this in base color. See, I said I was going to do a single tile for this. But I'm not sure. Would that be useful? Yeah, yeah, okay. We can just well do like a single tile. If I just grab this one, this actual brick generator and simply set the bricks to be one by one, it will just become one massive tile. Here, right throw it on here. Like that, and that should give me one large tile. And now all I need to do, Willy is make sure that it's also in the height map. So our height map is Okay, so our height map and our AOMp are gay. In that case, I want to go in here, and I want to add a blend. And I want to blend this using the same concrete color that we have used before. This time simply grab this piece over here, throw it into our paste and add the levels. Now, if you add the levels and you do not feel like going all the way down and dragging it back up, if you press D, you can dog something. Dog something basically means minimizing the layer. And then if, for example, now, I can still change the setting, so I can just swap this around. I can make this a little bit stronger so that what we get is this effect. Over here. And then, of course, it now takes a while to render because it's just quite a bit of stuff. But basically, I just now want to double check my pieces and I will press space for that so that it's easier to check. So we have this one, fine, this one, which is fine, this one, which is fine, this one, which is fine, and this one. So that's actually looking really good. So I'm quite happy with that. It only took us half an hour. Yeah, so I'm going to actually keep it this white because that's also how it looks inside of our reference. It feels very white. And for the rest, before I move on, I just want to try and actually see it in context before I start to improve things. The rendering of this, I don't know, it's very slow. Probably because there are just so many little dots and everything to render. So it has a lot of calculating to do. But now I think this list is looking great. So we can keep it as this for now. In the next chapter, it's almost one rendering, so just have a quick look because then it does like the denoising and then it often looks a bit better. Okay, so it doesn't do too much. So anyway, let's have a look. Done done Done, done, done, done, and done. Perfect. Okay. What I'm going to do is in the next chapter, I will start organizing everything. I will start exporting it too in real, and we will start by creating our material. Material is I'm going to keep it nice and basic, mostly just some colour changes, maybe some adding dust variants or something like that, but it's going to look cool. So let's continue with that. 19. 18 Exporting Our Materials: Welcome back. So what I want to do now is I want to go ahead and I want to start by exporting all of my textures. I mean, like all of the presets. So for this, I do want to keep this nice and organized. So we have a few folders here. So, yeah, we need to make some changes. But yeah, we're going to export them, and then inside of Maya, we can import them and use them as UVs so that we can actually see how everything looks, and we need to, of course, create some UV maps for this. Now, what I'm going to do? I called this concrete noisy because I didn't expect at the very beginning that I was literally going to do every single concrete in this graph, but I'm glad that we did here. It looks nice. It's still quite smart, so I'm quite impressed how much stuff we were able to push into this. So what I'm going to do is I'm just going to go ahead and right click and press rename. Oh, sorry. Actually, before I do that, go to export output settings and turn off automatic export when outputs change. Now, in order to save this, we do need to export one last time. Doing this, at least it will not automatically export. So let's see. These are the ones. What I'm going to do is I'm just going to go ahead and I'm going to delete them so that I have a fresh start for this. And now we have concrete, plain rough tiles A and tiles B. Basically, what I want to do is I want to go ahead. And right now what will happen is if I rename this to concrete, then it will go like this. File names will be called concrete. And then if you go to the output, for example, underscore base coolor. That's how the naming works. So whatever is placed in here, that's what it will be called. So what I can do is I can go ahead and I will keep this base color, but I can say, for example, for this one, base Color underscore plane. And then I can, for example, copy the underscore plane and just throw that behind everything. Now, if I go for yeah, actually, you know what? Technically, we do not need the aminoclusion and the height for the plane versions, but I rather just keep this looking nice and organized instead of me trying to, like, mismatch and, like, changed stuff. So we need four different outputs. One, two, three, and four. So yeah there are many ways but what you can also do is you can just export everything into your folders and then rename it or you can save this entire file as an SPSAR file and then a new scene, rename it. This just feels to me like often the quickest way to do this. So this one will be called base color underscore Rugh. And I can just go ahead and I can replace the naming with underscore Rugh Oops. There we go. Then we also are going to have base color underscore tiles underscore A. Let's go ahead and base that. Because then what we can do is every time that we export because at this point, we don't need to do automatic exports anymore because, yeah, we don't really need to go back and forth that much anymore, maybe just for balancing later on inside of unreal engine, but for the rest, not so much here on score B. So we can just go ahead and turn stuff oops on and off. So I can do this over here. Now, something to make my life a little bit easier. Right now, this is set to the group material. If I just go ahead and just set a one behind this group, then it makes it easier for us in the exporter to turn things on and off. I will show you what I mean. So here I'm going to call this group material too. And this one would be like group material three. Like that. Okay, so we got that stuff done. Now, basically, if you go into export, export outputs and spit map, you can see here, we now have material and then material one, two, three. So the first one, which I already, so this is going to be the plane one. Now for the plane one, if we then click on concrete, go to our presets and set up presets to be plane is going to be no tiles grainy over here. This is going to be the plane one. So I can now go ahead. And right click Export this and then simply turn off your other materials like this. Okay, so this one is already in the right Export folder. All I need to do is press Export, and that we'll have exported these maps in here. Then, of course, the height and the AO we don't actually import inside of unreal engine. Now what I can do is I can go for next one, which is rough, so I can go down here in my presets. Concrete, plain concrete rough. I think oh, oh, yeah, of course, because we have this one. It's just sorting. So yes, so this is the rough one. Sorry about that. So let's go ahead and export this, set this to material one. And then we can go down here and we can go from concrete plain to concrete rough. There we go. It's because normally when I say concrete rough, I mean something different, but that has nothing to do with disti oil. So the next one was going to be tiles A, and tiles A is just going to be like the sandy tiles probably. So grainy tiles, I mean. Let's go ahead and export. Material two, concrete tiles A, export. And then finally, we will have our smooth tiles. And we can just go ahead and we can export and turn last material. Tiles be safe and export. Okay, perfect. So what I will do is I will just very quickly here inside of Momset for you guys. I will just set up these materials just by duplicating them. Okay, here we go. So this scene will be supplied for you with diatoil. So I've just set up my other materials, and you can see this one. And when I redirect it in, this line got fixed because last time this line was a little bit long. I think I just messed up like some dragging order or something. So here, we got the rough one, these concrete tiles. And these ones. So those are all ready to go. I'm going to go ahead and I'm going to save this scene. 20. 19 Creating Our Uv's: Okay. So what we're going to do now is we are going to get started by getting our UV Oh, getting our UV, getting our materials into our Miocene. We just need the base color just so that we can start by creating our UVs. So for this, what I like to do is I often like to just right click, go to assign favorite materials and just assign a brand new Lambert. I then tend to call this something like, for example, this one is going to be like concrete tiles. And I don't need to be too descriptive because even though we have different tiles inside of muL engine, we can, of course, define, Okay, I want this one to be the gray tiles, this one to be the correct one. The only thing that we need to define is between plain wall, this wall, and this wall. And also, because the two different tiles that we have. So remember how we have the white ones and the more marbly ones, they are exactly the same format. So we can use the same UVs for that. So it just saves us that tiny bit of extra time and effort, basically. But anyway, so concrete tiles. Let's go to color. And then button next it a file, and that's open up and oh, it's already here. We want to go ahead and open up our concrete tiles, a base color, like you can see over here. Now, once you've done that, if you go up here to texture view, you will see this. So this is now our box. Now, of course, we still need to create the materials for this or textures for this. Don't know why I keep confusing. For these textures, what I'm going to do is I have my UV editor and my UV toolkit over here. Now, these ones you can also find up here in UV. And here you have UV editor, and that one should also open your UV toolkit automatically. And else, I believe that it is in here somewhere. I'm just so used to having it over there. I'm sure that it is in here somewhere. I just forgot where it is because it normally automatically opens up along with my UV editor. So anyway, we got this stuff over here. Now, all that we really need to do is we need to start texturing this. Now, these ones are a little bit trickier than you would normally expect. And the reason for that is because yes texture is tilable but also the actual model needs to be tilable. So the texture on this side needs to be perfectly tilable on this side so that it just transitions. So for that, what I'm going to do is I'm going to go to Face select, and I'm going to go ahead and oh, do I have some Oh, yeah, angle constraints. Let's turn you off. Go ahead and I want to probably select up until this phase because these pieces are quite important. Now, what we want to focus on is mostly like over here, this stub that we have a little strips going down the middle and just work with that. Now, if I have this, if I go to UV and probably just go for let's go for a planar angle, then what I can do is right now it is planar. If I then press, for example, W to reset it, then what you want to do is you want to go to unfold. Want to press unfold. So when you do that, we get this shape over here. So you can see, Can I do straighten UVs? Here? Straighten UVs often just makes our UVs very nice and straight. Now, we have this back side over here, which we never really use. So for this one, if I just set my selection constraints to angle and just select these three, I can just go ahead and I can go to UV. Let's just do a best plane. Best plane, all you need to do is you need to select on a plane and press Enter, and then it will unwrap based upon the direction of that plane. Then if you press unfold, that's what fix it. The reason I'm doing that is because yeah, we don't really need that. Now the other piece, for some reason, is already unwrapped here, so I might have done some tests that I already forgot about. But just for the sake of this Dil, I'm just going to go UV, planar, press W, do a quick unfold and do a quick straighten UVs to make sure that they are perfectly straight. So we got these pieces. Now, this one is by far, of course, the most important one. So what I want to do with this one is we need to get it exactly into this box over here. I would preferably have this edge going on this side, and this edge going exactly on this side, because then I know that it is tilable because I know that my texture is tilable now, actually quite easy way to do that, when you have a singular tile that is square is you can simply go to modify and go to layout. This will automatically create a layout and just place everything in this one by one ratio. But because we only have one selected, it should, when I press this, not leave any space, see? So it does not leave any space. So that is good. That's exactly what I want. Now the next thing that I need to do is over here, right now, our tiles are way too big. Now, I don't want to change that in here. I want to change that in our actual material. So if I just quickly go up here to hypershade, and then click on our concrete tiles over here. Let's have a look. So we have our color. We need to just click and go into the color. And then if we just go ahead and go into Okay, so I'm just double clicking on this. So when you double click on this, you should be able to it should open up over here. And if you don't go down to where are you? Oh, wait. Color. There we go. Here we go. So I do need to press into the color. And then if you go to UV Cornet, been a while since I've done this and go down here, finally. There we go. Okay, so if I just well, I don't really need it anymore. Basically, we want to get to this view because here we have repeat UV. And what we can do is if we just zoom in a little bit. We can set this to two by two, and that we just basically repeat my UV. So if I go for two by two and then move this down, that should I think that should be enough. I don't want to make them too big, of course. So basically, if I now select this pace and move it so that this is in the Center over here. Yeah, there we go. So I basically want to get it nice center because I can move it up and down because we have a cut here and we have a cut here. Those pieces don't need to be tilable else it was going to be wheel pain, but I do want to get, like, a nice piece in the center. So I'm quite happy with this. Like that just moves nicely. Now what I can do is I can select this piece. I can let's go make this smaller. I'm used to working on a four case screen. That's why I'm having trouble here, just getting all of these screens on here. Normally, I just have a bunch of extra stuff. But anyway, if I go to modify and also do a layout for this one, I don't know why my pivot is staying. That's okay. If I do a layout on that one also, all I need to do is so we want to have this nice transition going down here. And if you want to just push this a little bit, in case we are going to need it, we can have a, we can have one of these lines if I zoom in. On this very corner over here. Now, that's quite cool because what we can then do is we can have this line on the corner and this line will almost because it has a non map, it will almost give us a very nice transition cut. And then what we will do is we will just have the rest as like a plain material or basically, it will be the same material, but I will just change the colors of it. Or maybe I will probably use this one, actually. I probably use this one and then change the color. I don't need to worry about the tiles for the rest. This is all good. And then, yes, if you want this piece over here, honestly, I don't really care about it. So I can make it maybe a bit smaller, that on the side, just in the off chance that we have something here, I can make the sit like this so that it's just like a plain piece. And then what I can also do is I can also maybe like here just places something like this. But honestly, I do not care because I know that we are not going to see it. We have already placed these pieces. So like that, we just have a very basic UV. Now, all that we really need to do now is we do need to split up the actual materials of this into two. So what I'm going to do, and I do this in Max. I forgot if Maya Oh, angle constraint, sorry. I forgot if Maya works the same way, it should do that. But basically, I select the pieces that we want to go ahead and we want to add a different material, too, which are going to be these pieces over here. And don't forget. Do not select that extra bevel over there because then we will lose that nice transition. And then if we just go and right click sine favor material, new Lambert, see here. So that works exactly the same Maya. I kind of expected that. I just wasn't 100% sure, so it was a bit of a gamble. If I then go ahead and go all the way down here to Lambert four, I'm going to call this plain underscore. Concrete. Yes, because the other one is called rough concrete. So I can just say plain concrete. And for this one, if you want, you can add your color to this. Over here. Concrete plane, base color. And if I want to canals to go down here to the UV coordinates and set this one to be like three by three or something like that so that it's that might be two by two. There we go. So that looks quite plain. Just imagine that we will change the color of this later on. So we have this one. I probably also want to just apply the plain color to this piece. Let's actually go to my side view. That's probably the easiest. Oh, wait, that's my top view side view. There we go. This might be the easiest way to quickly select this. There we go. And if now, just go ahead and just deselect the top pieces. How are you doing? So I got the bevels. I did not get the bevels here. Turn that stuff off. Okay, and just on this side. Okay. And now we can just right click and we can press assign existing material and just assign also the plain concrete to this. There we go. That piece is now done. Okay, so we got that done. What I'm going to do now is for most of these pieces, it's exactly the same workflow. So what I will do is I will go ahead and kick in the T labs where I will nicely start by just UV unwrapping all of these pieces in exactly the same way. So let's go ahead and start with that. Okay, so Ti naps has been kicked in. Now, I was not actually expecting to narrate this, but for some reason, these UVs, they were incredibly annoying. Like, nothing went my way, and I have no idea why. Later on, all of a sudden everything just got fixed, and they just went easy. But there was something about the snapping going on, and I just don't know. So I just want to time laps this because basically, I used two new techniques in this during the time maps, which I did not actually show you. So over here, what I'm doing is I'm simply just doing like an automatic unwrap. Later on, what you will see me doing is that I literally just do an automatic unwrap on everything at the same time, and then only unwrap the pieces that are very unique. But yeah, so for stuff like this, this is still basic. For this, as you can see what happened was that my UV stayed into a square. If this happens, then your transforms are a little bit messed up, and all you need to do is you just need to simply go to modify and just reset or freeze your transforms. Now, down here, this is what I mean. So I went into the transform tab on my UV toolkit, and then you can select where you want your pivot. So I set my pivot sometimes at the bottom, and then I just turned on snapping in my grid, and I then snapped my UV island to the corner so that it is exactly in the corner. It's the same as what the layout does, but the layout doesn't always do, like, a perfect job with that. So that's just something that I wanted to mention to you that I did that specific thing. Over here like another piece that was like quite strange going on. Same thing happened before that you just need to reset your transforms. I end up actually doing some manual scaling, which was bad because I wasn't thinking, right? Because at this point, I was already frustrated because the last piece was being such a pain. So when I get frustrated, I often, I just don't think about it. So that's basically what you will see me doing here. Like, I'm trying to mess around with it. But yeah, basically, just go ahead and go to modify and freeze your transforms. That is one thing. Another thing is that I had, like, a selection problem over here, which, turns out it was just me thinking wrong because I kept going to Vertex mode instead of UV mode with my selection. And, of course, if you do Vertex mode, it will just select other vertices aligned to it because vertex mode, two UV shells still share the same vertices, sorry, as you can see me doing over there. Like, now I figured it out. So now I'm just scaling everything flat because the straight UV tool also didn't really work well. So that's just me being dumb, basically. So can happen. I must say that I'm quite new still to UVs I love them. I love the tools that we have. But yeah, sometimes I just forget which buttons to press. So that's just yeah. Something that I will go ahead and I will practice more in. But that's also why this environment just has some basic modeling because many people requested a Maya tutorial, but I wouldn't yet feel comfortable teaching very complicated modeling inside of Maya. So we are going to just keep it nice and basic, and most of the focus of this is how to build an actual environment quickly and efficiently. So yeah, over here, what I'm doing is we had our trim A, and our trim B is basically like the trim A cut in half. Now, instead of me just redoing my entire UVs, trying to get them to look perfect, I just recut trim A in half. And then I do, of course, need to reapply some of my cut tools, as you can see over here. So I'm just reapplying those, and for the rest, I just like an automatic unwrap to the face that I just created. Once again, like I once again, some problems with the snapping going on. So that was strange also. But OL can happen. So sometimes you just have one of those days, I guess. This does mean that in the end, it took me almost, I think it took me like 30 or 40 minutes just to do these unwraps. For compensement, normally this would take me like ten. But basically, overhear these pieces, all I will need to do here is I need to go ahead and focus on the front. So I'm now just doing a quick bass playing, and I'm just remapping this. Later on, I did realize that it's often easier to just do an automatic unwrap on everything, as I said before. But at this point, I wasn't really thinking about that yet. So what you will see me doing here is that I need to go to modify and freeze my transforms because once again, the transforms are a little bit messed up. So yeah. And now the transforms do actually work. So now I can just do a proper unwrap on those and just don't forget to unfold them. And then just nicely snap them into the corner using that transform trick that I used that sorry about that, that I didn't cover that. And yeah, so for the rest, I just make sure that everything is, of course, nicely and tilable and then I'm just matching up the UVs or the tiles based upon my reference. So it looks like that the bottom tiles are slightly bigger than the top tiles. So I kind of want to try and create that. Uh, same deal over here. The second piece, so the tin short, it is literally just a long piece cut in half. So I'm just doing that here. I'm just re cutting this in half, just to save me sometimes that I don't need to redo my UVs. Of course, I do need to over here, like, just do some quick extra cleanup Whoa, I don't know why I'm moving around that fast, but okay. Oh, I probably just wanted to do it very quickly and then just get done. But yeah, basically, I'm just doing an automatic unwrap on this side. Now, that side, you can never really see as far as I know, I might be wrong with these ones, because I can't remember that we use them on corners, but for now, that should be fine. Like, we can always go back in and just fix it again. So over here, the door. So at the door, I started opening unreal engine because I had to have a look and see which materials would actually be on there. Now, this door actually has I'll find it out later on. This door can just be plain concrete. We do not actually need any tiles on this. It can just be very simple plain concrete for this. So that was quite nice. Once again, I had to just reset my trans or sorry, freeze my transforms because they weren't working very well. So that's what you see me doing here. This door, what I did is I did an automatic wrap, and then I just selected those two edges that you saw over there, and I pressed cut so that they get cut in half so that the UV isn't as squashed down. After this one, I just do orient shells, and I basically now here just have a look and I just basically start applying my correct materials to the rest. Now, one thing you will notice me doing here is that I will go back and forth, and with lots of these materials, I'm just turning them into plain concrete. Whenever we do not really need tiles, I figure that this would just make my life a little bit easier later on inside of unwelEengine. So whenever I can use the plain concrete, I will do that. Here, I just saw, like, a small little UV prom, so I just had to re unfold this and then re snap this in there, and that's it. So that wasn't too difficult. I hope that I did not mess up my UVs. I might have, but that's something for me to see when I'm actually inside of unreal engine. Personally, I just find often easier. If I just see it in Unreal engine, then I know if I messed up and then I can just quickly fix it. So it's kind of like a balance. So I'm choosing to do it very quickly inside of Maya in the hope that I don't make any real mistakes. And then Unreal, if I find out that I did make mistakes, then they can just quickly go back and only fix the stuff that I need to fix instead of me thinking I made mistakes in Maya, trying to fix them, and then they turned out to be no mistakes, and I wasted half an hour of my time. So I hope that kind of makes sense. So here you can see me deciding, like, Okay, so for example, our windows, it looks like that our windows need to transition with the tiles from the other pieces. So that's what you see me looking at here. I'm looking at what materials need to be perfectly transitioned to what other materials. And that's something that I will work on later on. Like over here at the door, I realized, Oh, hey, the door doesn't need any tiles. Now, this window, this window does need to be transitioned based upon our big block that you could see. So Oh, yeah, I'm just re adding some tiles here and there. I will go over not in slow motion, but in real time, once I've exported everything inside of UnwelEngine, we can have, like, a closer look, and I will just give you a bit more of a broader overview because yeah, the UVonwrapping, it didn't went exactly how I like it to normally go. But yeah, it also it's not bad or anything. Don't worry about that. It's just it's a bit of back and forth. And I didn't really like that. But, yeah, that's over here, what I'm doing is I'm basically just grabbing this window, and I'm just temporarily moving it out so that I can scale down my UVs so that they exactly line up my actual with the actual block that we have so that they will nicely transition. And then once we get into a real engine, I'll see how good it looks. Now, stuff like this, I'm just going to go ahead and do an automatic unwrap on everything just to instantly get it right. Over here, I'm creating a new material, which I will call concrete color C so that I have two different concrete color variations, just in case I wanted to. And I'm just giving these colors like a very basic, just like a plain color. And I'm creating new material which I'll call black, which is just for the back of the windows. It's just like a black material that we were there. Same over here. Just do automatic unwrap and black. So now you can see now I'm going fast because now all of a sudden, all those problems that I had, they magically disappear. Like, nothing went wrong anymore. It was just me doing nice UV. So now you can see us going through this very quickly because I don't need to troubleshoot and figure out why a selection mode isn't working or why something else isn't working. So over here, I'm just assigning the plain concrete to pretty much everything except for, like, the front. And I'm just doing an automatic unwrap most almost on everything except for the front, and then I just realign the front so that it looks proper. Now, I'm just going to go into my UVs for the ertzes because I didn't like the transition. So if we go ahead and just go to UV, just grab these verts, and I'm just kind of moving them out in order to get the lines lined up exactly how I want them to, like you can see over here. So this is just me carefully moving some UVs around. For this one, same thing as before. You basically just want to go ahead and assign your correct materials, and then we can just do an automatic unwrap. And then at the font, we just want to go ahead and we want to do a unique unwrap for that one. Orient the shells and then snap them into the corner. Over here using just like a layout. And now it's just a matter of me moving it around so that the lines are nicely aligned and sitting in between the window because that looks much nicer than all of a sudden just having a random slab cutting off in the center of the window. And you can also I'm also just looking where the lines are positioned on our actual reference. Now for this window, I wasn't really sure which window this was. So this is just me looking into Unreal engine to see which window this actually is. And then I figured out it's literally that window over there. And the reason I need to know that is because I need to know if it needed tiles on the front, and it does, because it needs to transition with that we thin strip of window that we also have. So that's basically what I'm doing here. I'm adding my tiles. And I'm just once again just nicely unwrapping them, adding them to layout, and then centering them just to make the centers look a little bit nicer. And now we have the tin strip, the tin strip. Also only need tiles at the front and maybe just a black at the base. And here I just need to once again, like, freeze my transforms. And these tiles, they need to align with that single Window D that we have just created. Keep that in mind. I'm doing a layout. Now I'm going to go ahead and move this piece a little bit forward so that I can see them, and then I realign my pieces. Just by zooming in, you can do very precise movements, and then just snap this back into position. So now we know that those nicely transition, and it's just a pillar without met Unwrap. 21. 20 Creating And Applying Our Materials In Unreal Engine: Okay, so we are back. So I went ahead and I already exported all of the pieces that we have just unwrapped. The windows we are going to do later because those are more specific. Now, for this unwrap, just because in the time laps, if you've seen it, I discussed that there were some problems which caused me to needing to use some tools that I've not um, explain to you in real time. So what I want to do now is I just very quickly want to show you because I'm just a bit worried that things might have gone a little bit too fast, and I would hate for you to be confused about it. So basically, the first tool that I set was this tool. If you have, for example, peace, you can go to your transforms and you can set your pivot to wherever you want, see? So I always said it to like the corner, and then it becomes the same as what we do in treat space. Where we turn on snapping, and then we can simply snap it wherever we want. Now, I won't do this now because this is not a correct this already made. But here, you can see that you can snap it based upon the grid. So that's the first tool that I used. For the rest, you also have a rotate tool. If you want to rotate stuff exactly 90 degrees, you can do that here. Now the next tool, I believe I did do in real time, but just in case, whenever you feel like your UVs are incorrect, they are stretched. They do not properly generate when we use, for example, automatic or Bs plane or even planar. You want to go to modify and you just want to freeze your transformations, and that often fixes it. It's a little bit technical, so I'm not going to explain because I'm not confident that they can properly explain. Inside three Max it'salledRset X form, and inside My it's called freeze transformations. I just make sure that all the transformation are locked in place and do not affect our UVs. So that's basically it, I believe. The rest of the tools, they were all just very basic. And the techniques were also very basic. So it's just basic unwrapping. I honestly don't know why it gave me so much trouble in the beginning. Quick tip that I also explained to you inside of the time laps is what I end up doing later on just to make my life bit easier is I first just did automatic unwrap on everything. And then I started by selecting the pieces that needed a unique unwrap and I just re unwrapped those pieces. And that seemed to save quite a bit of time. Okay, enough about that. I hope this is clear. If not, feel free to just ask me some questions. You can contact me on ArtStation or any other outlet depending on where you get this tutorial from. So what I will do now is I will go into Unreal, and I will go ahead and I will start by reimporting, first of all, all of these pieces. So I'm going to re input these except for my Windows. There we go. Right click, reimport. And now what it will say is, yeah, okay, so you have different materials, which makes sense because we do have different materials on it. So you just want to press reset to FBX. And then we'll see soon enough how much I messed up my vs. Just kidding. I'm sure it's not that bad. I saw some stretching that I'm a bit worried about, so I might need to fix that, but there we go. Okay, so now this is what we got. So these pieces, I just need to double check. Here, you can see now that they have multiple materials. This is because that is how we split things up. Okay, P two is we are going to import our textures. I'm going to go ahead and I'm just going to go in my texture folder and I'm going to create a folder called concrete underscore plane. Another folder that I'll call concrete nscorougcre ncued tiles, underscore A. Concrete uncutilesUn score B. Oh, that's it. Okay, so we got these pieces. Now, remember, if you do not have a height map or an AO map, or at least if you don't need it, just do not input it. But for the rest, you can just start by dragging in these pieces in here. Let's go to concrete rough. Concrete rough has everything, so I'm just going to drag in everything, including the height map. Although the hemp, we might need to change later on because often the height map needs higher bit rates than TJ can offer, but we'll see how that goes. For now, because we're not yet going to install a height Map, I first of all, just want to check out my actual textures before I start setting up all the technical stuff. Oh, we got these pieces. Technically, this for concrete tiles B, we do not even need the height because it's exactly the same from concrete tiles A. Same with the aminoclusion. So I'm actually going to go ahead and just delete those, and we just need to remember to use that. Now, another thing. An wheel engine reads norm maps as direct X. We have made our norm maps in open GL because that's my preferred way. All I need to do is I need to double click on my norm maps. There we go, because wheel engine knows that people often use OpenGL. So all you need to do is you need to go down here in texture and press flip green channel, and then you can just save this. Flip green channel. There we go. And that will fix it. So now they are in the proper direction. Now, I'm just going to save my scene because we have imported quite a bit of stuff at this point. Okay, so materials. We are going to construct a material. We're going to keep a basic for now so that I can actually preview my textures. And later, I'm going to things like parallax, dirt sliders and a bunch of other fancy stuff. But for now, we want to create a master material. The way that it works in unreal engine is you have often the way it works is you have a master material and then you have instances. You can see this as instances of an object. The master material will hold all the data and will be the most expensive one. The instances will be cheaper, and we can just like in substance design expose values that we can then control, including values like which texture maps you use. I'll just show you. It's always easier when I just show you the trying to explain. We have a material, and I'm going to call this a Base underscore master. Now, what I can do is I can open it up over here, and let's just drag this up here. So it will look very similar to substance Zina, but I'm sure that you already know, a little bit of the basics. At least I do assume that you do. So what I'm going to do is I'm going to start by just going into concrete plane. And I'm just going to go ahead and actually Noa, no. Let's do concrete tiles. The reason I want to do concrete tiles because it has every single map. If I do concrete blane, I need to start adding maps from other texts just to fill in the slots. So just click and drag those in here. So what do we have? We have a roughness. We have a normal map, a height, which I'm for now going to just leave over there, a base color ambient oclusion. Now, the first thing that you want to do very easy, simply have the base color into base color slot, roughness into roughness, normal normal AO into AO. There we go. The second thing that I want to do is I want to go ahead and I want to right click on these and I want to press Convert to parameter. What that will do is it will make sure that it shows up into our instance. It's the same thing as when we go into substance Ziner and we press expose. So convert to perimeter and just call this base color and do that with all of them. So this way, we can drag in different textures whenever we want. So we don't need to go in here and every time replace our textures. Normp Convert pemter AO. And then this one I'm going to leave because this one needs to be different because for parallax. Now, one more thing that I want to do is I want to control the tiling. The way that I do this is I right click and add the multiply node. A multiply node you will often use because inside of el engine, I almost like to say it as the multiply also combines stuff or changes settings. So what you can do is you can have a texture coordinate node, texture, and I just right click, by the way. Texture coordinate, where are you? There you are. This note, you cannot convert it to parameter. Because you cannot convert to parameter, what we need to do is we need to multiply it with a value that we can convert to parameter, and it's this value. If we right click and add a scalar parameter, a scalar parameter, you can also press S, and then you have a shortcut. Basically, a scalar parameter is just a number, but it is a number that we can expose. So we can say scale parameter and call it tiling. And then what will happen is if we set a default value over here to one, the tiling of these two pieces will become one because we are multiplying that. So we are multiplying this tiling by one. In this case, one means that there are zero multiplications. But if I said this to two, these pieces will be multiplied by two, so it will become a tiling of two. And then all you need to do is just plug this into your UVs. So that's just some basic tiling. And I think that we are already ready to at least set up our base materials at this point. So if you want to go ahead and press Save. I always takes a second depending on how big your material is to save it. But the goal is that I now go into my materials. I have my base material and I can right click on it and press Create material instance. And then I'm going to start calling this by detection names. Concrete, underscore plain, underscore white. The reason I do underscore white is because I know that we are going to have orange. We are going to have dark, we are going to have just a bunch of different ones. So once you've done that, you can just double click on it. And now in here, it looks like there's one setting that I forgot to do. So one setting that I already want to show you is exactly what we're talking about that the concrete plane doesn't have an embenoclusion map or a height map. Now what I can do is I can literally have a switch. So I can go in here and I can add a constant three vector. A constant three vector is a color. It's the same as a uniform color inside of substance Ziner. Simply want to click on the constant and set this to be white. Then if you add a switch parameter or static switch parameter, you can call this has AO, and you can say I has AO is true, it will use the map. If it is false, it will use a white color. Amenocclusion is multiply, meaning that white arts nothing, only black arts actual detail. So I can go ahead and press Save to this. I can now go ahead and I can go back into my perimeter. And now here, if I could just select this on, you can see that now I can turn this on and off whenever I want. So if I go ahead and just turn on these pieces, if I can drag it down here so that you can easily see it. All I'm going to do now is just dragging in my concrete plane. And saving it. Now, I can just go ahead and I can by this point just duplicate this. Call this concrete, underscore plain, underscore orange. Duplicate this again. Concrete, underscore plain, underscore dark. Yellow. I'm just simply looking at my reference. Now, I'm just going to go ahead and I'm going to create material instance from my base material again and call these tiles oh, sorry, let's do this properly. Concrete underscore tiles underscore A. Let's open up this one. So concrete tiles A. You guys need an embunclusi map. And it already has the exact tiles that we need because we use those as a base. The only thing that we might want to change later is the tiling. Let's duplicate this again, concrete tiles, B. And now for this one, I do want to go in and just re drag in my base color, normal roughness, and we can just use the ambienclusion from the original tiles. So we got that one done. Let's see. Concrete tiles dark is another one that we need. So concrete tiles A, let's duplicate it. Concrete tiles A underscore dark. And I'm going to start working on that one, too. So we have the dark version. This one we can close. This one we can close, and this one we can close. So let's see. We have dark. We have orange and we have dark yellow. Now, I want to go ahead and I want to control colors for this. F now, I'm just going to move this over here. This is, again, super simple. We just want to multiply, and in this case, multiply works almost like a blend with an overlay. So you want to multiply your base color with a constant three vector. And now this constant three vector just right click on it and convert it to a perimeter and call this color overlay. Now all we need to do is just set the color to white. White means once again that it starts with nothing, but then we can later on just add colors. We always want to stay with default because else I need to go into every single material and change my values rather than just going into one material and change the value. So I save this and I go ahead and now if I just drag this back over, you can see that now we have a color overlay. I will nicely sort this later on. But for now, what I can say is concrete tiles a dark. I can simply go in here and see I can make them darker. And save. Orange, I will, of course, balance this, but it's just for now, I can make this like this quite orange color, like you can see over here, save and dark yellow. I can just go ahead and I can go for, like, a more I know, like, something like this, for example, I'll see how it looks like when I'm actually applying this stuff. So we got our base materials. Now what we're going to do is we're going to just go ahead and start by adding them. Now, what I tend to do is I tend to now just go ahead and it normally does. It normally will just probably, like, add them to the top. Yeah, it does. So I'm just going to double click on these pieces. All at the same time. Oh, yeah, black. We still need like a black material. Let's start with these five. I'm just going to go ahead and I'm just going to No, I want to move these. It's easier when I move them in a window like this because then I can just drag in my materials rather than needing to switch windows every time I want to drag in the material. Now, remember how we had black. So we just had the material black. So for that, we can just go to materials. Right click, create a material, and just call it black. Like, that's no problem because this material is literally just going to be a constant tree vector. In the base color, and then a constant, just a normal constant, which is just a number into the roughness to make it completely dull. Oh, and set it to one because else it's not dull. See? So it's literally just black. So we can just go ahead and we can save this, and then we don't need to worry about that. Okay, let's have a look in this. One thing I do not understand is why it doesn't give me Oh, wait. Of course, it doesn't give me the names because we input it as a blockout. In that case, because normally I add these names earlier. No, wait, I don't do that. Normally, if you add the names earlier, you will be able to see the actual name. But in this case, all I need to do is for these pieces, just press isolate, and then I know, Okay, so this one is going to be concrete plain white, and this one is going to be concrete tiles A. I can then go ahead and I can save this. I think it did it the wrong way around? Yes, I did it. I did it the wrong way around. I'm looking at the wrong deal. Let's just flip these around. There we go. Concrete tiles e. Now, we definitely need to do tiling on this, but let's first just apply this stuff. This one is that is supposed to be Huh. Did you not reimport? Let's reimport this. Double Window B I think I did not export that for some reason. Double Window B, or I might have Oh, whatever I exported it in the wrong file. Well, we'll see it doesn't it's not that bad, but let's just import that or export it and then reimport. Reset ABX. There we go. That looks a little bit more logic. So this one has plain white this piece is going to be black. This piece is going to be orange, yes. And then I want to make the other one. Oh, no, I was going to go also for, like, a darker metal. So if I just very quickly go to the orange one and duplicate it and just call this concrete plane dark because I wanted to go for, like, something that is just simply if here a little bit darker. Set this to be like this just slightly darker color. And then what we can do is we can balance it and make it look nice later on. Drag this in here and save. Double window. Looks like that's just concrete white and black. Save. Yeah, you can see that it starts to get applied. Door is going to be concrete white again. This one is okay, so this is the block that I thought I was working on. This is going to be concrete tiles A and concrete yellow. Yes, yes, that's correct. Okay. It's a bit strong, but okay. And this one is going to be I don't know which direction I need to go like this. I hope Yeah, I think so. I don't know exactly which one it is, but I'll figure it out later on. Okay, so we got those piece done. We can now go ahead and close them. Now we're going to assets, we still have more to do. The reason that I do them separately is because it slows down my PC quite a bit if I all of a sudden start opening 50 models or as an example, of course, we don't even have that many, but now let's just go ahead and get everything else down here. See, you can see that it starts to slow down. So I'm just going to redig this on here. So we did the tiling for the ties inside of Mayo by two, which means that I overhear, I can also just simply set them to two and let you do the trick. Okay, so we got these pieces. Let's have a look. What do we have here? We have our trim. Okay, trim short. So these pieces, if we go into materials, the trims are going to be plain with orange. I think that's save. Here, the trim long, we will be able to see it more. Plain with orange? No, plain with dark. There we go. Plain with dark. So let's also add that here. We have a single window. Oh, the single window has quite a bit of stuff. This one is going to be dark yellow. This one is going to be just dark. This is going to be white. Oh, yeah, this is going to be the tiles. Oh, by the way, this one probably needs to have the second tiles, like the tiles B, like this. And then the last one is going to be just black. Okay. These ones, these ones are all tiles B. So if we just go ahead and go for concrete white, tiles B and black. We definitely need to do the tiling on this. Don't worry. This one is going to be a window, so this is going to be concrete white and tiles A. I forgot to add the black to the back, so that's something I can add later on. This one is going to be tiles B one. Here we have go tiles B with concrete white, and let's do dark yellow. Ah, this is the small one. So this is also going to be tiles. A, this is going to be tiles A dark, actually. So we have concrete white. Tile is a dark black, and this is going to be concrete, plain dark. Let's see, this is just a plain wall. So plain walls. For now, I'm just going to give it plain white plain white and plain white. Okay, there we go. So let's have an actual look what we have. So first of all, our concrete tiles, we just need to go ahead and we need to close this stuff. We need to open them up. Come on. Here we go. And we need to change the tiling to two. Symbolize setting tiling to two over here. Here. And here. Okay. There we go. So what do we got here? So we got our texture. So definitely this plain texture, concrete plane. No, that's the dark version. Concrete plane white. Let's set the tiling I'll set to two. Yeah, see, and then it becomes a little bit less. Yeah, so it looks like that we do have some tiling problems over here, which I'm quite surprised about. So on a way because this is the windows. I'm not surprised about that one, but that's something we'll see. These windows, they are tiling very nicely, see? So that's what I mean that you do not see any seams. These are tiling also not correctly. So there are seams here, so that's something that we need to fix. These pieces are a little bit more tricky because we duplicate them on top. Yeah, I'm not sure what I might just go ahead and, like, change the tiling of that. But yeah, basically, at least we got our bases in here. Now what we can start doing is we can start by actually getting this ready to go. So here, this is concrete blocked in. And concrete blocked in can, for example, be if we go to materials, the dark tiles. There you go. So we are already running over time. So what I will do is in the next chapter, we will go ahead and we will really start just making this actually look nice because right now it just looks awful. And also, one thing is that now we can start seeing Z fighting because of our materials. So that's something that we'll focus on in the next chapter, going to be fun. And then slowly, our environment will really start to come together. So let's continue with that. 22. 21 Improving Our Scene Materials: Okay. So now what we can do is we can actually get start by just making this look the way that we wanted to. So if I have a look at this, what's the first thing? I think we will first want to work on our actual tiling. So over here, the tiling is fine. The thing that I was not sure about is what see. Oh, yeah, so it's a flat wall. And then we tie this. But of course, the tiling over here is probably a bit messy. So if we just go ahead and go into Mamosete, go into Maya. Let's get started with this one. Basically just a front tiling. We want to make them the same as all the other tilings, and then they should transition just fine. I don't really care about the centro over here. All I need to do is if I go into my UVeditor let's make this bit smaller. I wish I had more space, but okay. Let's go ahead and just select see. Yeah, I just want to do this as one piece. So let's do UV, and let's do a best plane and then set it like this. Okay? And then what I'm just going to do is I'm just going to grab everything else and just move it up. We can go Because these are table texts, we can just go outside of this mesh. Let's go to transform and rotate this 90 degrees and then set the pivot to the corner, and then with snapping turn on, set this over here. Does that happen to be transitioning perfect? Oh, hey, it does. That's nice. So it's exactly already the scale that I wanted it to be. So double window B, export. Double Window B. What's that this one? Yeah, yeah, that's this one. So double Window B, if we just now re input this, this should hopefully see transition perfectly. Okay. So that was a problem. Ah, Do Window A also had a problem. Window A. Only these pieces had a problem. So all I need to do is select these two white. Actually, you know what? No, because I don't want to create a seam around there. So I'm going to go for this one, and I'm going to do a UV and a best plane like this. Let's just move this out and do the same over here where I select this one, UV, best plane over here. And I'll just go ahead and Let's well, we first want to fold. So unfold this and straighten it. Do the same for this one. And let's go ahead and just modify and orient. This one, I also someone to go ahead, rotate and modify orient. And now I just need to see that this site is on this end and this site is on this end because then what I'm going to do is I'm going to simply go to modify and layout this. Now, if I do the same over here, modify, and lay out. But then this one, this is why I basically tend to move these pieces to the other side because now I start to run into problems. Okay, so I got this. So if I go to transform and move Okay. In that case, you set your pivot to the bottom and then do like a snapping. I was hoping that it would move evenly. But basically, I am now moving this over here, and I move over here. So this should transition perfectly. So if I now go and export this, double Window A. This chapter is just going to be balancing and bug fixing. Rimport, Tada see? Okay, so that transitions perfectly. Okay, this one, what to do with this one? Hmm. What I could do is I could make another material that's, like, way bigger and that hopefully just makes this feel not as bad. But I first wanted just see, did I miss anything? Yeah, so we got like this problem over here. This problem is just because I need to move this a tiny bit forward. There you go, see? And that fixes that problem. Yeah, we do want to probably not go this orange. We want to change this a little bit. But before we do that, I just need to see if I have any I can live for that to see if I have any extra palms. Oh, hello. Oh, it's because of these. I guess I guess you cannot technically see them. But what I'm going to do is I'm just going to simply grab my pillows and just add these to the end. See? Another. The reason why pillows are awesome to just close off because you cannot really, you can see a little bit here, t's move it a little bit forward. There we go, see? No one knows. Okay, so the next thing I was going to look at is stretching. I was going to just double check to make sure there's no stretching in my UVs or anything. Um I'm not sure. Is that considered stretching? No, I don't think it is. At least not that it's in a bad way. Ooh. Ah. You know what? I'm just going to place a little pillar here because that transition is going to be difficult anyway. Okay, so we got these pieces, but they do have a double edge at the top, which I do not really like. So if I just quickly go up here and just try and go to what is this window A a white? Single window A, yes. And now if I just go ahead and let's see. Oh, yeah, because I have one at the top and one at the bottom. That's a little bit overkill. So let's go to UV and let's just select, for example, the bottom over here, and then simply move this, turn off my snapping. Move this down like this, so that there will always only be one line. And hopefully that still transitions correctly. So this is going to be window single window A. Yes. So have a look? Where are you single window? There you are. Reimport. There we go, see that looks a lot better. We do now have a little transition arrow over here where because we move this down, it's not moving correctly up here. What we can try and do is we can try and set an extra edge over here and over here and use these edges if we go to UV to select them and then move this tiny bit up. Do something like this. If you want, I will first just try and eyeball it, and else I will need to go in and, like, activate my other pieces and do all that stuff just to make sure that it is aligned. But hopefully, this happens to already be correct. See? So that was exactly what I hoped for. Okay, so what I'm going to do is let's focus, first of all, just on this building. So if I have this building, let's go into my camera actor, look at my reference, and then we can see that we want this to be much more like a duller orange. So let's go in here. And maybe, yeah, I might want to actually make my actual bricks also more yellowish. But first of all, let's go for this one. So I'm going to go for, like, a much duller orange look. I think this looks pretty close. Maybe make it a little bit lighter. There we go. Now, the yellow look partly comes from the sun, so we can literally go into our sun and we can just make this a little bit more like an orange sun. Here, you can see that, that adds quite a bit. But it also comes from the actual pieces. So if I go to my concrete tiles A, I do want to give these like the tiniest bit of like a yellow tint. Um, trying to look at this, basically. I'm just carefully just moving out. I think. This is correct. So RGB one, 0.91, 0.74. But what I'm going to do is I'm just going to copy the x as RGB. And then I'm just going to go into my concrete plane. Where are you concrete plane? White. I'm actually going to add the tint to this one also. There we go. So that should hopefully add a little bit more tinting to this, which will later on hopefully will look a lot better, right now, it still looks a little bit silly. Okay, so we got that one done. Now, the concrete's dark over here. Let's have a look at that. First of all, let's tile this two times. And now let's go down here and let's just play out also with this darkness. If we want to go for something that's very dark, or if we want to go for something that's just slightly darker. Well, let's go for very dark like this. The only thing is that I might feel like making this thinner. So I might want to go in and let's only for this one, probably, not for the other pieces. If I go in here and just flatten this, can I get away with that without breaking it. There we go. Here, see, that feels a bit better. It's just a little bit thinner. It looks also more like our reference. Okay, so we got those pieces done. What is the tiling like on the white two Orange. Let's set this one to two, dark yellow. Let's set this one to two, and dark, we already did. So that's also done. So we got those pieces. So now here at the top, what I'm going to do is I'm just going to duplicate my because I want these to be white tiles. So concrete tiles, A, let's duplicate them. Underscore big. With the underscore big, all I'm going to do is I'm just going to set my tiling back to one. And now, in this case, we do not want to select the model and then apply it. We simply want to drag it on here, and these would just create very large styles. This is often better because we do not want to replace this material everywhere, only in this specific case. So if I go for these very large styles, I might want to scale them a little bit later on, but let's try this. Over here. Let's see how that looks. Yeah, see? Yeah, that already feels like quite a bit better. So I'm just going to leave it like this. So there are just going to be these really large slabs that we have over here. Okay, so we got that stuff done. Yeah, I'm not sure. I'm not yet. I'm still a bit on the fence about the yellow, but honestly, I just have to see how it looks. Let's first of all, just get started with this stuff. For this one over here, what I'm going to do is I'm going to go to my concrete plain dark and just drag those on here. Oh, you know what? I need to duplicate this. Concrete plane sc gray and then go into your concrete tiles d and just copy this overlay because we need to have it to be exactly the same. If I go to concrete plane, Gray? Where are you? Concrete, plain gray over here and just paste the SRGB. See? This looks a lot more logical. So we got this stuff. I'm going to go ahead and I'm also going to just apply that over here. It feels like it would make sense to also have the darkness. On a way, not on this one, only on this one. This one down here is actually going to become the white pieces. This one actually looks a little bit whiter. That's why I'm on the fence about this. This is probably the actual color of this one. So this is supposed to actually be white. I think I should just do it with lighting. Sorry if I go back and forth, but I want to get this white. So let's make this a little bit more in the color overlay. Here, we can still keep, a little bit of, like, the orange in, but let's keep it white or more white for now. Here we go. So I will just go ahead and I will work with the sun to make this look a lot more orange. But anyway, where were we? So we we going to go ahead and add concrete plain white to I'm not sure that because the tiles do not line up. It might be easier if we simply just go for, like, plain colors in this area like this. And then over here, we can go for like the tiles, if you want, because it's quite far along. Concrete plain gray on this side and on this one, have a look. So these down here are going to become the concrete B tiles. So if we go concrete tiles B. So you guys are become concrete tiles B. Down here, it will become also concrete tiles B, but then we will also have the rougher tiles. But I will show you how we can fix that. And this stuff over here will be the dark tiles, which technically have an offset, but I'm just going to fix this offset with like a simple pillar. So I'm simply going to duplicate this stuff. It seems easier at this point for something this one. I'm going to scale this in a little bit. And move it in quite a bit. You know what? I'm going to move this out here so that it's like encasing that last little bit. And maybe if we just duplicate this can probably go ahead and do, one more like this. You know what? Let's duplicate this and rotate this Snap rotate this 90 degrees. It might actually be nice to place it over here almost as if that is a little trim. That from distance you can see it looks like this. We got those pieces done. Now, the in between pieces, most likely, we want to go for the gray concrete. No, we want to go probably for the white concrete. These tiles, they are slightly different in colors, so that is something that we do need to address, but we can do that inside of substance. We got those tiles over there. That is all fine. Of course, everything feels very plain right now, but that's simply because we still need to add some actual how you say it, details and everything. So let's have a look over here. So these ones, here we can already, so we have the concrete tiles B, we can apply to this. And then we have the gray, which we want to apply probably to these ones. I might just go for an even lighter gray, but I will do that after I've just got a feel for the environment. There we go. So it's like a lighter gray. So we got that stuff ready to go. And then down here, what I want to do is I want to go for the where's our really rough one. I don't think we've made one yet. Let's go concrete tiles. A, let's duplicate this and call the concrete tiles rough. Let's open this up. First of all, just set the color back to white. And if we just go into the concrete rough, we can just go ahead and we can apply our AO, base color normal roughness. And now we can start by applying this one. Oh. Oh, tiling. Oh, yeah, because we made them very large, so we might need to go in and set the tiling to, like, three, four. Let's see. Let's set it just lower so that it doesn't really show up most of the time. Because we're only going to apply to this model, I can be a little bit more specific with here, so we can do this. And then this one is going to be the same as this, but then, oh, slightly lighter. So what we might want to do is you might actually want to go for the concretiles B and just duplicate them and call them concretiles B underscore dark, and then make these in the color overlay a little bit darker. And maybe I'll go a little bit more dull or orange color. We will match the colors later on. So this one will be yikes we will definitely match the colors later on. This one will then become the dark versions, and then the underpiece will become the nice light versions. Here's a dark, and then here we have just the B tiles, like this. And then in betweens are going to become the concrete gray, which I feel like that pillar is a little bit stretched, so that's something I will most likely fix. Like the textes they feel a little bit stretched on them. And just for good measure, let's also over here, even though we cannot see this side, just turn these also into the same materials. Okay, so we got that stuff done. So it's starting to get closer. Now, what I'm going to do is down here, this edge over here, what I was hoping is that we can just go ahead and go to Sets and grab like a plain wall. Now, let's do plain wall B. No, wait, A, A Wo creton rotate this nine degrees, and let's hope that the I don't think I think we need to change the tiling again. But basically, I was just hoping that we can move this up here. Yeah, here, so we would need to change the tiling. Let's see. Can I maybe get the tiling to work on both of them without me needing to change Mm. Well, now, you know what? If I place plants and everything around that, now I can live with that, so I'm not too worried. Basically, what I'm going to do is I'm just going to move these up here, turn on my snap snapping, and just move these along here to indicate that this is just a simple different material change. Like that. So now you can see now we just have this rough look, which I think I would say looks pretty close. So we might want to make it a little bit more brownish, so we can go in here. I will need to close all these materials soon and just make this a little bit more of a let's see. I want to go for like a brown color. But all colors seem to be a little bit too colorful. There we go. I think something like this works. See, I'm just adding a little bit of yellow. I'm just going to go ahead and close all of these because it's too many windows. Okay, so for now, we got that stuff done, we got those done. I need to go ahead and I need to fix the color of these. So I don't know if I can just do that in here or if I want to do it somewhere else. So these do feel like very yellow if I go to my camera actor. Well, actually, they do feel more white, I would say, but let's see if I just can counteract this color. Or would it just let's cancel that. Cool Trink that you can try. If you go to concrete tiles B and just double click over here, what you can also do here is you can, for example, say, I want to have my saturation down by to 0.8, and then it will actually set the saturation of your main image down. To 0.6. And then, for example, I set my brightness to 1.5. And basically what I'm doing is I'm trying to make this white so that now I can go quickly my material and change it. So this is, if you want to very quickly change something and you don't want to go all the way inside of substance designer in order to change it. So what I can do now is I can just go ahead and I can go in here and I can just give this a little bit of a yellow in color, like that. There we go. Oh, yeah, we were going to go to the dark Tils over here. And we're going to go to the color overlay and looking at my reference. I'm just trying to match the same color over there. Oh, another thing that I want to do is I want to go down here and just go ahead and, like, replace these with a more darker color so that they do not stand out. Here you see. Okay, if you want to get rid of this error mess, just go to build and build reflection captures, and then you will get rid of that. So this is what we got right now. So we are starting to get some of the base textures in here, which is pretty good. There's definitely, lots of tiling going on, so I think the patchwork is a little bit too strong. So that's something that we want to go into substance Ziner and we want to fix. We, of course, still need to our windows. And yeah, just overall, we need to fix our lighting, but we also need to do digals. Lighting right now, I'm not too worried about. It's something that you kind of just need to learn to look past because doing the lighting right now, we still have so much stuff to do at this environment that it wouldn't really make too much sense. So what we'll do next chapter is we will start by balancing some of our textures so that they look a little bit better. And then what I will do is I will start by unwrapping my windows, and we will start by creating textures for those also just to get those in. And after that, we'll do decals. And then all of a sudden, hopefully there will be almost like a flip of a switch where things start to look a lot better very quickly. So let's go ahead and continue with that. 23. 22 Uv Unwrapping Our Windows: Okay, so what are we going to do now? So we have to cut this stuff done. Now, we still need to jump into subsets. I balance things out a little bit. But I think I'm first just going to go ahead and do the windows just because I just want to get those done. I lost a tiny bit of recording, and all I did in that recording was I separated my actual window over here. I separated from the mesh so that they can hide it because the windows are going to be their own UVs. And I just did that with all of them, as you can see here, so I'm just pressing H to hide them. See? So that's literally all I did. So basically, we are going to combine of the windows in our own UVs. I chose this way because it will save me a lot of time. So instead of me needing to create an entire tilable wood texture, I can just jump into subsisPainter, and I can just do the windows and have some nice dirt build up and a bunch of other stuff in here very quickly, so that will make my life a lot easier. So that's why I chose to do it that way. Now, I will also get and the glass, I will also unwrap so that we can create like this really dirty glass. But that kind of stuff we will do in its own texture. So for all these pieces, in order to get them basically all ready in our UV, we want to go out and open up our UV editor over here. Now, these pieces are easy because they are just planes, all we need to do is select them, go to UV. Yeah, you can see that I already did it, but as I said before, I lost a little bit, so I'll just redo it and just do it like a quick best plane. UV best plane. And I'm just going to go ahead. Or, actually, you know what? You can even just do a UV and a planar for these pieces. They're even so simple that we can just get away with that. Here, UV planar. I don't even need to do a best plane. And then basically, all you want to do is just want to select all of them, unfold them. And then quickly, you go to modify and just press layout. Oh, sorry, modify and press orient shells, and then modify and layout. And there we go. The only reason I'm doing layout is because I just want to make sure that I did it correctly. If you want, you can also if you go down here to the checkerboard, you can apply a checkerboard and you can actually see to make sure that there isn't any stretching or anything strange like that. So that's it for the frames. Now, we also have these pieces. We have these really annoying little hinges over here, which are a bit more difficult to unwrap. Well, they're not difficult. They're just annoying. So I'm going to select them and going to separate them. Remember, when you separate something, make sure to re add it back to the layer because else it will not be added. So for these pieces, if I just quickly go into isolation mode, and I'm just going to go ahead and Uh, oh, it's my PIV point. I was thrown off because my PIV point was still in, like, a wrong position. Anyway, these pieces, what I'm going to do is let's go over here. Um, Wow. It's so small that it's actually tricky to unmap. You can already see that I already did the seams. Basically, what I tend to do is I tend to select it, go to UV and I do something like a best plane, something in that direction just to get everything in one UV. That's the goal to just get everything in one UV. Then what I tend to do is I tend to go in and just do a quick selection like this to create a seam. If I press CAT and also play selection like over here and over here, and then press cut also. Then what we can do is what we have left is we have separated the top pieces from this piece. Now, this piece, all we need to do is now do relax because it's a cylinder, we need to place a cut somewhere because else it would be looping around and around. But now we can easily select the top, and we can just go UV and I am doing Best plane and the reason I'm doing best play in this case is because, Okay, so the reason I'm doing best plane is because planar mapping actually breaks because we would then need to rotate our plaanar mapping. While doing a best plane, it's still quicker because we can just select it, press Enter, and it will be in the right direction. So, yeah, that's basically just the goal for doing this one. If I go outside of isolation mode, and this one I already did over here, as you can see, so I'm not going to redo that one. Now, these pieces over here. These pieces, I want to try and get as much of this in one piece as possible. So what I'm going to do is I'm going to select it all. Go to my modeling tool kit and just set my selection string to angle and then just like deselect this piece. Um Yeah, I think what you can also do is you can also select this piece over here. And then we can grow our selection. So if you press Shift and period, here you can see what will happen is that it is growing the selection, and like that. Oh, it's growing it. Sorry, it's growing it more than I expected. Let's go up until this point so that we have these bevels not grown. So now we are basically going to split this into two pieces. We have this one where we can do UV and a Bs playing over here, and we have the remaining pieces. Oh, there we go. Sorry, I'm way far away from the view. Let's go UV and also do another bass plane. Go. So we got these two pieces over here. All we need to do now is we just need to unfold on them so that they are not stretched. And then I'm just going to select them, go to modify and just do, like a quick orient shells. There we go. And make sure that your bending is not too much. If it is too much, I would split up the UVs even more. Like this stuff I can live with, but Rembri wood, so there will most likely be directionality to them. I'm just going to select this one and just go to my rotate and just rotate this 90 degrees over here. And there we go. So that's now also done. Now, what I'm going to do is I'm basically now going to go ahead and here we go. So these pieces are now all done. We want to have everything in one UV. So I'm now first going to go to all my other meshes, and I will just quickly do this in the Taps where I will also turn these into the UVs, and then we are going to pack everything together. So I will kick in the Taps right now. That should only take like a minute, so I will still be talking after the Taps is done in real time. So please do not just click the video away and expect it to continue at the end. So let's just kick in the time labs. H Okay, so the UVs are now done, and I have also done the UVs of our class. So if we now go ahead and we want to basically go to all our windows and just hide the glass again, And I'm going to keep this packing very basic. There we go. And now we just want to basically turn everything on, select all of these windows at the same time. Then basically we got this stuff over here. And what I want to do is I want to start by just selecting everything, going to modify and just orient the shells to make sure that they're straight. And then I want to go to modify and then I just want to go to layout. And let's try and look at our layout settings. So let's see, pack together, non overlapping. That's correct. I think for the rest, actually, everything should be fine. So if we just press Apply, the only thing that we do have is that we currently do not allow rotations, which is actually what I want, but it does mean for some of these shells to make my life a bit easier, I want to just go ahead and snap rotate these up because our woods will have a direction. So I want to have the direction that we will have for the majority. I want to have that turned into here. So for all this stuff, I want to go ahead and I want to just rotate this up, and then we can just repack it because it will not change our rotation. I will just automatically repack using this rotation, and it will do its best. See, by doing the automatic packing, we are wasting a little bit of UV space, but the time that we save with it, I find worth it. You can do some automatic packing, which literally means moving all of these pieces by hand. Like in this box, but it would take too long for me. So, modify, layout, see? And now it'll just tick it. Here, this is what I mean, we like the empty UV space. But honestly, there's not too much that we would be able to save, like stuff like over here, we can save. One thing that is important, try to keep everything even scale. You do not want to all of a sudden have one of these pieces. Be a much bigger scale because then what will happen is you will be able to see the difference in resolution because the bigger a shape in this square, the bigger the resolution. If we have one window that is this big and another window that is very small, we will noticeably see that one window has blurry textures, and the other window has very high resolution crisp textures. So the general rule is, even if it means that everything is a little bit more blurry, it is often better to just get everything at roughly the same sizes that they all feel even compared to having different pieces. It's called textile density, so feel free to, have a look at that. So if I have a look at this, one thing that I can do, which if you go to modify and you can go to layout, there are actually settings in here to calculate where are you? There was like a setting in here to calculate how often you want to calculate the layout. Um, am I going in the wrong one Layout? Ah, yeah, it should be layout. I'm not sure. Okay, so I'm super blind. Like it's literally in here in layer. So I don't know why I didn't see that. That is awkward. Anyway, set it higher. It means that it takes longer, but it will calculate everything a little bit better. I think we can go even higher. And maybe I also go for, like, a 512 resolution. Give that second. There we go. S. So basically what it will do is with the iterations, it will keep calculating to try and get an even better UV. But anyway, in our case, this is good enough, so we're just going to go with this. And now that we have these pieces done over here, let's go ahead and let's unhide while we have our frame selected, press H to hide the frames so that now what we can do is we can just go ahead and we can select all of our glass, and we can do the same thing. So all of our glass, modify, layout there we go. For the glass, I do not care which rotation that it has. All I care about is that it is within this UV space. We don't even need a lot of resolution for this stuff. So I'll go over that later on. Okay, finally. So we got these pieces done over here. Now, what I want to do with this is I want to go ahead and I want to now press AnhedL and let's see. So we have all of these layouts. I'm going to probably get started by let's add material. Let's right click Assign favorite material, and let's do a Lambert. One of the materials we are going to use is, let me just hide reset my history. This one is going to be window frames. I'm just going to go ahead and I'm going to add this material to all of the pieces for now. And then what I will do is I will create a glass material. So assign existing material window frames. Now I can go in and I can go to, for example, this material, and I can right click Assign existing material or sorry, assign favorite material, Lambert. This one is going to be glass. And let's make the glass like a little bit blue so that I know that this is glass. And now I can just go ahead and I can go into these pieces, assign existing material, glass. Assign existing material, glass. And also this one, there we go. So now we have all the glass sitting on here. That's also good. And now that I've done that stuff, yeah, that should be it. So what I'm going to do is I do need to now go in here, and I just need to go ahead and I need to recombine this stuff because we had it combined at the beginning, and else we will probably I will probably forget and make mistakes. Or don't forget after combining it to add it to the correct layer. So combine and it will just keep the correct materials on here. Combine and combine. And let's just select all of this stuff and artist do Window C. And finally, combine this. Okay. So we are back at where we were in the beginning. What I'm going to do now I just need to go ahead and I need to export this so that I already have inside in real engine. So this is going to be Window A frame. Yes. This one, what did we end up using? We end up using Window A door. So file Expot selection, we only have Window A door left. O no wait here Window A door. Window B. It's going to be Window C. And this one is going to be Window C door. And finally, Window number. Oh, I knew something was wrong. Combine. There we go. File Expot selection, and this is going to be Window D. Okay, so now that we got these pieces done, now what I want to do is I'm just going to go ahead and go to all my windows over here. I'm just going to hold Shift and I'm just going to clone them. And I'm going to throw these into a layer, which I will call Windows underscore painter. And press safe and apply my meshes. The reason I need to do this is because I, of course, need to separate them so that I can see what I'm doing inside of painter. But what I do not want to have is I do not want to accidentally move my positions and that all the positions inside of Unreal engine change when I export it. That's just too risky. So instead, what I can do is I can simply do this and just make a collection of these windows so that I can see everything. And then I can just go ahead and I can export this. And if we go outside of unreal, create a follo called painter. And in here, we can simply call these windows and export them. There we go. So now those are ready. Now those are exported. What we can do in next chapter is we can jump inside of substance painter, and we can go ahead and we can preview that. All we need to do over here inside of n real is just select all of these windows quickly, right click and press reimport and just reset it all to FBX with our materials. There we go. So in next chapter, we'll go ahead and we will actually start by texturing our windows. 24. 23 Creating Our Window Textures: Okay, so here we are inside of substance painter. Now, we will not be using substance painter a lot for this tutorial course, so I will keep it nice and basic just in case people have not used it a lot. So basically, for subs painter, this is my layout. This is not a default layout. So if you might have a different one, in any case, you can just drag it all around. I'm sure it's very basic based upon every program. And if you cannot find any of these windows, every single window of these, you can just find in windows and views. So I'm going to go ahead and go to file and create a new file. It's very much like substance Ziner, I should say, so it's not too bad. Now if we just go ahead and let's go to our file and let's go Exports Painter and just open up the Windows file that we had For document resolution, I'm actually going to go for four k. The reason I do this because I always like to make my textures big, and then I can always downscale them later on inside the engine because it's better if you want to go for a higher resolution to just have a high resolution and then downscale it for lower than the other way around because upscaling is a whole lot harder and it will rarely look very good. OpenGL for my non map format, and for rest, that's pretty much anything we need because we don't have any hypols or bake maps renting. We can just go ahead and press Okay, give that second. And no movement is the same as in Mamoset, the way that we move around. And also the same as in Maya. Yes, I think also pretty much the same as in Maya. So we got this stuff. Now, what you will see here is if we go to our texture Sorry, L, where are you? Window view Texture set list, that's the one that I was looking for. Let's have a look here. Texture set list. You will see that we have glass and window frames. These are our two materials. So I want to click on window frames, which means that we are now currently editing the window frame material. Now for this, I do need to bake a few maps, but I literally just need to bake them from our low ply. So if we go to the texture settings and scroll down to mesh maps, we want to go ahead and press bake mesh maps. And basically all you want to do is just set to four k and turn on use low poly measures hypo only reason that we need to do this is because we might want to add some generators, some masks, I mean, with that, and they often need baked maps. But because we are baking based upon loply all we really care about is an ambient occlusion and a curvature map, which can be baked just from the lowly. So I can go ahead and press Bake. And as you can see, we'll just go through the process. It shouldn't take too long. Many of these maps don't have any data. This is the only one that has data in it. But basically, once we've done that, what we can do is we are going to just create some basic, here. So for this piece, it's just going to be wood, basically, painted wood, I would say, and I'm probably just going to have some paint peeling on the edges to get away with it. It has a little bit of metal unlike the hinges, but it's rusted and just has some random dirt in there. So I'm going to keep it nice and simple. So we got all of our maps now ready to go. Now all we need to do is if we go into layers over here, all you want to do is you want to go ahead and let's delete the first layer. We don't need it, and we need to get a base. Now, if we go into smart materials, give that a second to load. And then scroll all the way down we have often like some wood materials that we can use. So here we have let's see. Wood walnut, wood ship Hullld, Nordic wood chess stylized, and I can't even pronounce that. So I'm going to go probably for, like, Wood ship Hullld. Let's go for that one. And just drag that in. And what it will do is here. I will update this. So now that you have this wood, now it's already got something in it. So if we just open it up because just a folder and it just has a bunch of stuff in this, what I like to do is I always go ahead and turn everything off like this. By the way, I'm just going to go in my texture set settings and just set this to two K because my PCs running a little bit slow, so we don't need a lot of resolution for this just yet. So I like to turn everything off like this that I can just tackle it all at one thing at a time. We are going to get started with the base. So for the base, right now, my direction is one. Remember how I set all the direction to go up. So I just want to go ahead and rotate this 90 degrees in my rotations up here. And that will simply rotate everything up and it will give me a much better result. Now, over here, we might have some pieces that we do want to then later on rotate the other way. Although I'm not sure if that will look good. We'll see. First of all, let's go for a secondary color. And our secondary color, we want to go into our okay, our crunch map is already correct. Wood fibers. Let's go into our wood fibers, directional scratches and set this to be 90 degrees. So we moved it up. And what I'm going to do is in my base color, I'm going to go ahead and just go to this number over here, which is our opacity slider. Tone it down a bit. I don't want this to look as strong. Now, we are going to have paint on this, so don't worry. So this is just going to be the bases. Veins. If we go into the mask, directional scratches and set this to be 90 degrees. There we go. So these are just some very thin veins. What I can do with this is I can probably go ahead and once again, go down here into the 100 and just tone that down and go into your height over here and tone this down so that they are not as intense. We have some dust, which is fine. We have some edges. The edges, they look quite interesting because they do give us the old look, but I might want to go into my mask and then into curvature and just tone down the balance a little bit. Now, we have our dirt over here, our dirt, let's see, playground with your dirt levels a bit. So yeah, you basically will see me just going into masks every single time. We have some white stains. These stains, I'm just going to get rid of them. I don't like them, and we have some sharpening to make it look sharp. Okay, that is pretty good. What I'm going to do is, I'm just going to go ahead and match the color a little bit more to this by making the base a little bit darker. Down here, we have our base. So if we just go ahead and go into the gradient note of our base, we can go ahead and we can set these colors over here to be just a little bit more of a whiter color like this, and that already starts to match quite a bit more with this. So we got this piece over here. I'm just going to call this bear underscore boot. Now what we want is we do want to give it a little bit of, like, a paint layer on top of it. This paint layer is going to be very faded. It's just going to be like it's almost nothing there anymore. So the way that I like to do that is I like to create a new folder and call this paint. And now the paint layer doesn't really need much. All it needs needs a fill layer in here that I will call base underscore paint. Now, what happens with the base paint? First of all, our roughness can be quite dull because this is very old paint. Now the next thing that we want to do is we want to go ahead and in the base color over here, let's make this like a bit more like a yellowish. Something probably in this direction looks quite good. Now, you might have noticed that what you can see over here is you can see that it is showing our bare wood through it. I do not want that. I very simply fix this by going from base color to height. And then in my height, instead of setting this to be the LDGE, I'm not sure which one that is, but basically, all we want to do is just set this to be normal. And I think we also need to do this in the normal map. Set this do normal. That was supposed to fix it. Let's go ahead and let's go into our height. Let's see. So this is definitely our height. So if we set this to Huh. Let's have a look. So if I set this one too. Okay, that is quite curious because normally, oh, wait. There we go. I set the fill layer. You also need to set the folder to normal. So that's the problem. So yeah, if you set your height folder of the actual paint folder to normal, for some reason, then it does show up. I don't know exactly why this is because you would think that this fill layer already overwrites it, but okay. So we got this piece. Now what we want to do is we want to start by just adding a mask. So arch is simply a let's add a black mask. And then if we go to smart masks over here, we can go ahead and we can grab something that has edge damages. So maybe edges dusty might look cool. Let's drag in Edges dusty, and then you just want to go ahead and press global invert. Play around a little bit more with your balance here see. So we get this effect. So we get these edges that are just starting to fade away at the very end, as you can see. So you just want to play around your balance, make sure to have global invert turned on. But basically, once you've done that, we can add another mask and we can say, Okay, now I want let's say there's some gun edges over here. Now I want some gun edges. Now, normally this would overt the mask, but if I set this to be a multiply, I should be able to go in here and turn on global invert. And I should be able to hear art some gun edges. Now, I don't like the gun etches. They do not look as good as I was hoping. So let's try Edge is strong, for example, here. So Edge is strong. Okay, Edge Strong does Art quite a bit. So oh, wait. Actually, I feel like I think Edge is Strong is actually overwriting it. Let's try it again. Oh, so it could be that not all masks work like this. Um, so, yeah, that's too bad. There is another way that we can do this. So we have this one. What we can also do is we can go into our paint, the black mask, and on this one, we can add our edges strong. Oh, no, it's just a curvature. I'm just mistaking myself with the name. Then there's no problem, then we can just add it here. I don't know why I was thrown off with it being called a curvature. So let's just do like a global invert on this. And you want to let's actually, first of all, uh Oh, delete your mask from the actual topies because else you cannot see it. So let's do a global invert, and I'm just going to set my global invert to start with off, and I'm just playing around basically with my contrast a little bit. Oh, okay. And now I'm just going to go ahead and I'm going to invert and set this to be a multiply. There we go. So we're really starting to, like, chip away from the paint. So we got this stuff. Let's just quickly go into my paint. I'm going to make it a little bit lighter. I'm going to go ahead and I'm going to set my roughness a little bit higher, just to give it a little bit more like a shine. Let's set my roughness a little bit higher. There we go. So we got a little bit of a shine going on. Now, if I just add a fill layer to this and just call this something like roughness on the score there for variation. Now, what you can do is you can simply turn off everything except for your roughness map. And then if you go ahead and black mask this, and we are going to grab a grunge map. Now, a grunge map you cannot directly drag onto your mask. What you need to do is you need to go down here to this little button and add a fill layer. Now, once you added the fill layer, you can now grab, for example, a random grunge map, plug it in here. And then the cool thing is that now we have full control over roughness. Here, I can even show you with the color, the grunge map. So here, if this is a color, I can now just go to my grunge map, for example, set the scaling to two, set the balance quite a bit lower so that we get the grunge not everywhere, set scaling to like three. Here, see. So we now have just like this color. But if we now turn off color, we can just say, Okay, I want my roughness to look dull wherever we have the mask, and then you get this effect. You get the effect that you can see like here, see. So you can see just like some nicer, dull looking paint sitting in between there. Because remember, this paint, it's very old, it's dirty, stuff like that. So we got this. Now what I'm going to do is finally, I'm going to add one extra fill layer that I will call dust. Add a black mask to this, and we're just going to go into our smart masks, and I like to always grab a dust occlusion for this. So if I play around a little bit more with my dirt levels and set my roughness very low and my base color of this fill layer to, like, a little bit more like a brownish thing, here, we get something like this. So we can just play around and just start by just adding, like, a little bit more dirt. And most of this dirt because it's in the occlusion, it will mostly be accumulated around these areas over here. So yeah, we can basically just play around with this until we get something that we like. And I can also go back into my fill layer, maybe make this a little bit lighter, something like that. Let's give something like this a go, for example. Now, the next thing that we need to do is we need to work on our window. Oh, sorry, I forgot that we need to do some metal. Let's go into our smart materials and just grab like a rusted metal. Um let's see where do we have? Metal, painted worn. Let's go into our normal materials. Normal materials also have rust here, Rust Cars. Let's go for that one. And let's just add a quick black mask. And now if you go up here, you have the polygon fill tool. Basically, with this tool, what you can do is you can set it to element and you can simply select models. So this way, we can simply click and select so that we know where that we want to have our texture. So here's another there we go. And maybe what we want to do for this texture because it's already quite small, is just set the scale over here to, like, two, and maybe make the rust color a little bit more like a yellowh color so that it does not stand out as much. There you go, see. So anyway, as I was saying, we have this stuff done. What we can do is we can save it. And I will go ahead and go to textures. Windows Window underscore texture. There we go. So that is now saving. So we got some very just a nice base texture over here, and now it's very easy to just balance that out. So as I was saying, all we need to do now is switch over to glass and our glass is going to actually be very easy. So for our glass with it selected, if you go to display settings or sorry, shader settings, I mean, we can go down here and we can go ahead and we can set this to be PBR metal rough with Alpha blending most likely. As soon as you switch that around, if you then go to your texture settings and add a new channel up here in channels and call it opacity, we can now have control over the opacity of this material. So all we need to do now is, for example, we can add a fill layer and we can call this base underscore glass. And in this fill layer, if we go ahead and let's make the color to be more like if I look at my reference, it's more like a yellow greenish color. Something like this. Then if you just go to your paste and lower that, you will be able to make see through glass. Now, you cannot actually see it because there's nothing behind it, but if there would be something behind it, you can see through it. But anyway, that's not the goal of this. The goal of this is to now set my roughness of this to be fairly shiny. We got a nice shine going on, a bit like this, and then add another fill layer, which we'll call roughness underscore. Oh no, actually, you know what? Let's call it dirt. For this one, all we need is a color and we need a here we only need a color and a roughness. Now, if we go ahead and for now set the color to be red that we can see what we're doing. We want a black mask and we basically want to just get dirt that is mostly around all of these corners. So let's go ahead and try out a few smart masks. So if we go into smart masks, let's have a look. So we have dirt soft edges. Let's see that. Oh, that doesn't do anything. Do we still need to bake textures for this? Oh, no, here, we have baked the textures for these ones also. So, let's see, dirt dirt. It's Ty dirt? Okay, dirt is not the right one. I want to get really something that's like dirt occlusion, maybe. Whatever I boost dirt oclusion up way. If you turn on triplanar blending, it often ignores the UV, and it will just do like a projector blending, which can be nicer. I'm basically just having a look and see if I can get Oh, there we go. So if you set your grunch amount lower, not too low, but just lower and then just go ahead and boost up your levels, that should do the trick. Now, if I go ahead and just set the roughness very dull and set the base color to be like this slightly brownish yeah, slightly brownish color. We now get this, so we get a see through window with still dirt on it. So if you just go ahead and let's say, let's tone down the contrast a little bit more because I want these to be very dirty. There we go. And I feel like it's a little bit of, like, a sharp dirt. Now, what you can do is you can go ahead and you can grab a custom grunge if you want. So if we go to grunge maps and grab something like, something softer. Like down here, we have grunge swipes. If you throw that into your custom grunge and then turn on use custom grunge, it will use this one. And now the cool thing is that with this, we can play around with it, and we can get often like some more softer dirt. Let's tone this down a little bit so that it's not too intense. Here, see? So that often looks like quite a bit better because it's just like this nicer softer dirt look which works better on glass. Now let's go ahead and try this out because we can just spell try it out. And if we have any pumps, then we can or want to art improvements, we can do that then. So we can go ahead and save sen, and all we need to do now is go to export textures, set both glass and window frames on, and we want to export this as a PBR metallic roughness. Now, I'm not sure if that also exports our obesity channel. If it doesn't, we will need to go ahead and just grab a different output. But let's go ahead and go in here and just set this to be a Targa file, which is TGA. Same as that we've used before. I want to export this as four k because as I said before, I like to use high resolution and then tone it down if needed. So let's go to our source files, textures, Windows, create a folder called final, select folder, and export. Give that second because now it's just going to load everything and safe. Perfect. So let's go textures, Windows, final. Okay, there we go. Now, all we need to do is just jump into a wheel, create a new folder that we call windows, and a new folder that will call glass. And let's see. Did the glass have an opacity? Actually, our opacite is just an even collar, so we don't even need it when I think about it. So all I need to do is windows. I need to go ahead and just import our windows. Base color, normal roughness. Now, this time we don't need to invert our normal. The reason for this is because substance painter does actually export as direct X. So here you can see that everything is inverted, but that's actually logical. So if we just go to glass, all we need to input from the glass is our roughness and our base color because we didn't really add anything for like a normal or something like that. So let's go ahead and input that. Okay. I just to go outside of my camera. And I'm going to give this a look. So for these, we can have way easier materials. We can literally just have a material that I will call windows because they all share the same thing. So all I need to do is input this material, input my textures to it, and plug them in. And maybe I just add some color control later on. But for now, all I need to do is throw these three inputs in here, and that should already do the twig. Now, the glass one is going to be slightly different. So the glass one, if you're just going to go ahead and create a new material that we'll call glass on the scall windows. Now, this one, let's import our glass texts over here. Let's see. So we have a base color. We have our roughness. And then if we go to glass windows, you want to go ahead and set the material blend mode over here to translucent. And then the shading model, I think default should be fine. Yeah, default should be fine for now. You just want to turn on two sided for this so that we have the window on both sides. Now our obese over here, we can actually go ahead and we can just add a constant. And that is enough because a constant can also mean a color. So a constant can be also a gray scale color. So if we set this to zero, it means nothing. But if I set this to 0.8, for example, what that will do is it will give us a little bit of through, see? Like you can see over here. Now, having these for the rest, we are going to make this probably a little bit nicer later on, but for now, it's just a very basic window material. So we can go ahead and save this, and now we can actually go ahead and try this out. So if we go into assets and just load up all of our window pieces over here, let's go ahead and just drag them down here so that they become their own little frame. Now, all I need to do for this is I need to go in materials. And in here, I simply have windows, glass, and safe. There we go. You see? You can look through it. But there should still be some nice dirt going on. We might want to make the dirt a little bit stronger to see, but for now, Oh, yeah, we might play around with the roughness a bit. But for now, this is totally acceptable. So windows, glass. And windows glass. And just keep doing that. This one is only windows because it's just the frames. And there we go. Okay, so all of a sudden, we now have lots of windows. So what I'm going to do, I'm going to go ahead and just quickly go into painter, and I'm going to first of all, yeah, let's start with the glass. So in our class, I just want to go ahead and make our base glass shinier and then make our dirt a little bit less so that it shows a little bit more of that shine. So let's just play around with your balance. I'm just trying to push it a little bit out. Okay? Now if we just go ahead and go to our text set list and go to the window frames again, it will just load this in. For the window frames, I'm going to go to my paint base paint and just tone down the roughness quite a bit, so that's quite a bit duller. And I want to probably, I want to also tone down my normal map strength in this. So if I just go ahead and go to my bear root and then go all the way down probably base. Let's see, no, it's not the base. Is it this one? No. Wood fibers. Okay, so wood fibers want to tone down quite a bit by just setting the height closer to the center point. The veins, I'm going to tone down a little bit. And for the rest, I don't think we Oh, etches, let's tone those down a bit. Dirt's tonee that down a bit. White stains is fine. So yeah, this should be fine. Let's try and export this once more. Here we go. And say what settings. And now we can just go ahead and go in here, right click and re import our window textures. There we go, see, that's a lot more subtle. And right click reimport our glass. Okay, so that's looking pretty good. I'm going to make my glass. Less ctru maybe? Yeah, maybe tiny bit less citrus. Let's go a little. Let's do 0.85. And then just do a quick save on this. But yeah, if we now go to our camera actor, now all of our windows are actually set up. Yeah, the lighting is a little bit funky, but that's something that we'll work on. So let's just for fun, set the screen percentage to 200 and then things start to look already a lot better. So we got our windows. That is great. That is good stuff. So we got those pieces ready to go. We also have some missing windows sometimes which is quite nice. In the next chapter, we will balance out our textures, and after that, yeah, we'll do some balancing on just the entire scene, just make it look nice, play around with the materials a little bit more, and then I can start by just creating our decals. And our decals will actually add such an incredible amount of detail to this because yeah, when you look at the scene, this is like decal heaven with all the decals that we have over here. So we're going to just create some very nice decals and we will go ahead and use that to break up all of these really flat surfaces. So let's go ahead and continue with that. 25. 24 Polishing Our Scene And Material: Okay, so what I want to do in this chapter is I want to go ahead and I want to do some balancing. Most of the balancing is going to be over here. You can see that our dirt is way too strong, so we'll do that and we will go ahead and improve our shader a little bit just to make it look a little bit more interesting. So if we go in substance, what we want to do is we want to go ahead and just go to, like, the dirts and just tone down the opacity of those. So we have this one and we have this one. Now, we do, of course, now need to re export, I believe, I think pretty much all of them. So let's right click reexport. Oh, sorry. Let's first of all, actually set up preset. So we are on grainy tiles. Grainy tiles is going to be tiles A. So, oh, we already left off with that, so export that. And that's number C. So export. And I know that our smooth tiles if we export numbers material three, and we need to set a folder to concrete tiles B. It's export that. Now we have a no tiles greeny. This one, we export is material one and this one goes into concrete plane, we do not need to change concrete rough because that one doesn't have any dirt problems. So if we go near, concrete tiles A. Let's click and re import them. Okay, so that's already good. Concrete tiles B, right click reimport. So that's over here. So that does, I think it removes our lines a bit too much. Let's set up a screen percentage to 200 just to make sure. Yeah, here or see. So we do need to make our lines darker in that case, because else we literally cannot see them anymore. I'm just going to quickly reimport plain concrete? Okay, that's great. So now you can see, like the tiling is kind of gone and all the Wi patchy work. Okay, so concrete tiles B. If I go in here, sorry, so smooth tiles. Let's go into our grout color. I said it's a bit darker. It's probably because we had the dirt. The dirt made the grout darker, but now, of course, we don't have that anymore. So if we set the grout darker and press Update, just to save it. And then if we export this as concrete tiles B and material over here, export and hopefully does the trick. So that's like that re inboard. Okay, there we go. So now we can at least see all those lines again, and that should look pretty good. Once again, if I just go to screen percentage because they're here, then you can see them a lot stronger. So let's go back to 100. Now, another thing that I see here is, it's probably the roughness is this this patchyw see? Here. So I feel like my roughness is a little bit too strong. So if I go believe it's over here, let's see. Let's tone this one down a little bit. There we go. That should do the trick. And that's X but that. And it's fine to have that on the other pieces because they probably have the same problem. If I just re input this? There we go. So yeah, they're buildings. We want to keep them fairly plain and almost even a little bit boring, you could say. Another thing is that here the toppies it's not matching our colors. So if we just go ahead and go to where are you? This one is concrete tiles A. Oh, yeah, SRGB. Let's just copy that. And concrete tiles A BIG simply past the SRGB to keep that the same because they would be the same material tiles that they would use. This does not look like an area where they spent a lot of time or a lot of money on building materials. J and to make it look interesting, it's just more like place the actual building. So we got that stuff done. So that's now already starting to look quite a bit better. Now that all the patchy work has gone. Looks a little bit more appealing to the eyes. So yeah, we do need to do something with windows over here, which is that this one? Yes, it is. So that is this one. I could do that, but thinking about it, we most likely will actually end up with a duplicate this. I will do, like, a few, but we will most likely end up with trees here, so you might not even see it. So let's duplicate this. I remember how when we duplicated it, we needed to go in here and then deselect these three pieces because else you cannot properly move it because they are child nodes. So, if you just move this over here, rotate this nine degrees. You can place in the position like this, just so that we do not literally just have these black holes over here. And then I'm just going to go ahead and select it again, duplicate it, and move it over Oh. I made my own mistake and deselected and moved over here. And if I just go ahead and go here, I can grab that, select it. Scroll down, and then the select the Well, look, if there's a better way of doing this, after this tutorial course to duplicate stuff with child notes and then move them because I feel like this like it works, but I feel like it must be an easier way to do this. I just never figured it out because it's such a specific thing. It's hard to find online. So I will go ahead and I will have a look at that. But first, I just want to do this. And I'm just going to select all of these at the same time, and there we go. This one. This one, and I basically just click once on the frame so that I can Easily select it. It looks like that. It's this one also. There we go. Copy. And now I do need to just quickly go in here. Let's move this. There we go. And let's just have a quick look from the side. Yeah. Okay, so we need to probably move it one more time. So just go ahead and re select this stuff. Duplicate it. And let's go ahead and just deselect this. Here we go. Okay. I'm guessing if you want, you can just go ahead and open a few of them just to keep it in line a little bit more with our environment. Maybe have a few of them missing, not too many, just like a few. But of course, the whole reason that we placed is that I do not get too much of those black holes in my building. There we go. Okay, so that's the trick. So we've done that stuff. Next one. The next one, I want to just see how it looks like if I have my rough concrete. Oh, it wasn't I didn't mean on this one. Oh, are we not moving this forward enough? Well, I guess we can move forward enough. I just want to see how it looks like if I have. I might end up undoing this. Let's see if that adds an interesting look. Because over here, it does have tiles and right now, it's just complete plain. Now, what I'm going to do is let's just do like this. But what if I grab this piece and I'm just carefully moving forward up until this point. So hopefully there will be no clipping. And then if I go for concrete tiles A concrete tiles B, maybe, Yeah, let's do concrete tiles B because they seem to work a little bit better. I'm just going to carefully move these Forward enough that there is no clipping. And this stuff I can live with this. Need to try and get it as close as possible. There we go. And then just copy your location. And then all of these pieces, we can just go ahead and we can paste the location. We need to do that anyway because they were not it looks like that I didn't place them as nice as I should have. And now we can just add this. There we go. That will just add that extra bit of variation and not have everything looking so plain. There we go. And, so this piece because we will have a door, we can see what we do with that once we actually have the door, but the door comes away later. I don't really want to spend my time on, very small props like that, but I'm still focusing on everything else. So let's have a look. What's the next thing that we want to do? So, of course, yes, we do have lighting and everything. So we are getting there, just like this kind of lighting. I don't know if I can get them to look a little bit yellow. This will probably end up doing most of it in, like, color balancing. But let's see if I would go to so yeah, the first thing that we can try to do is what we've tried before is just set over our light a little bit of, like, a stronger orange. And I think that actually quite works because it is a really warm day. So often with a warm day, it does come with a little bit more like a yellowish orange light. It also, of course, depends on the sky. If the sky is very blue, it does kick in a little bit more blue into light because just the atmosphere just bounces back. Okay, so what I want to have a look now is some very distant fog, basically. Also, we can, later on, also work on that rain in the distance. But basically, if we go to our visual effects and then go to exponential height fog over yeah, you can see that that's already changed quite a bit. So that's just mist, basically. So what I want to do is I'm probably going to go for a very whitish color. Shall we go for a warmer color? I'm not sure. Maybe like a tiny bit warmer. Let's go for, be careful with this. Don't overdo it because if you overdo it, it looks quite silly. So we have the fogginess density, but we also have the volumetric fog down here. Now, if we turn it on, the fogginess will react to the lighting. So I want to see how that looks. If we turn this on. So that will relax to the lighting. Now, if I go to my view distance here, you can see like you just add some volumetric fog here. Let's set it up until what shall we say, 3,000. Okay, let's see. What else do we have? Extinction scale. This works great for lighting because it just catches up with the lighting. So extinction scale of round two or albedo can be, once again, just a little bit of this orange color. And now with some base settings going on over here, here, you can even play out with, like, scattering distribution to get it in some interesting locations. I'm going to go for 0.1. You can mostly see it if I do this, probably. Let's see. Where is our sun coming from over here, I believe. Yeah, you can see it like a little bit. It's a bit tricky to see, because where is our son? It's probably now hidden behind the fork. But basically what this does is it will give us some got ways and stuff like that, also. But right now I cannot really figure I find it yet, but don't worry because that's something that comes in next lighting pass. I shouldn't try to attempt that now because there's so much stuff that we need to do. So I like to go into my camera actor and playo with my fork density over here, Soe this before. And this just adds a little bit of softness. So let's add it to 0.01 for now. Let's go into my direction light and just want to double check that over here. I think here light shaft. That's why I thought that was turned on. Light shaft oclusion and light shaft bloom as soon as you turn that on, see, you get got ways to turn the bloom off. It works better with stuff like trees, of course. But yeah, I'm guessing that you get the point. So yeah, like this with the light shad occlusion, you can get some got ways. But of course, it doesn't really matter for this specific scene because the sky is behind us, so we won't be able to actually see that. For the rest, yeah, that's all fine distant field shadows. I don't need to change any settings. Atmospheric sunlight. I could try like clouds. So if I go for, let's try art volumetric clouds. And then I probably need to go into my skylight and go down here, atmospheric sunlight, cast shadows on clouds, cast shadows on atmosphere, probably also. Okay, let's not do cast cloud shadows because cart Cloud shadows will just pretty much get rid of everything. So maybe let's turn on Cast Cloud shadows and then go into volumetric clouds. And here I just want to go ahead and I want to, like, Yeah. Okay, let's not do that. Let's go into our directional light and just turn it back off. So turn off cars, cloud shadows, and everything else, should be fine. And now if I just quickly go into my volumetric clouds, what you can do here. So we get at least a little bit more of an interesting sky. So here I can set my tracing distance. That is basically the distance of the clouds says 250. Yeah, basically, if I go higher, you can see this. So you just have all these little clouds. We now have a sun and everything, which is looking quite nice. The only thing is that I want to play out, let's see. I want to make my clouds probably quite high with my layer bottom altitude, my layer height. So we have different layers of clouds. So this way you can get very thick clouds like this or very thin clouds like this. I want to go for very thin clouds because it's a sunny day. I'm not going to go ahead and have some very thick clouds on a sunny day like this. Planet radius, you can kind of like leave cloud racing. Um I don't think I need to change any of those settings. The only thing that I always that I do want to change because they are movable clouds, it's basically the intensity of the clouds. Now, I believe that I can play around over here with my volumetic clouds instance. And if I like duplicate this, call it underscore custom and just drag that because right now it's in our engine content. So we want to dig this into our materials. Let's do move here instead of copy. Where are you? And then drag it on here. Now, this basically, if you open it up, it just has a bunch of settings. Now, I personally don't even know what all these settings do. They're not named exactly the best. So what I'm going to do is I'm just going to turn a bunch of them on, and then off camera, I will just quickly play around with them because I want to only get a few less clouds. So just give me 1 second. Okay, so it turns out it was literally the very first setting, the base noise exponent and scale. If you play around with that. Here, we can get, we sets a little bit high. We can just play around with the scale. Yeah, I will try to show you over here, so I'm just clicking and dragging. Yeah, I want to go for probably 0.01, two, probably to get like some thinner clouds. I don't know. Do I can also play around maybe it like the opacity of this multiscatter, no noise height, faceplnt, no I was hoping maybe in our bido if I set my color a bit darker. Oh, there we go. So there I can play around with your best. If I go to my Abdo set the color a bit darker. See, I just get some very thin soft clouds, and that's, like, a very solid start for now. So I'm just gonna go ahead and save machine. And in next chapter, what we will do is we will start working on decals. I think it's time because it will add so much and so we will do the decals. After we've done the decals, probably another polishing phase, and then we will finally start on foliage. And after foliage is done, then we have all the colors that we need to do proper lighting because we are, of course, very far away from lighting that even looks close to this. Here, right now it looks very much like a game. And yeah, we just want to make sure that it looks much more interesting. So let's go ahead and save scene and let's continue with that. 26. 25 Creating Our Decals Part1: Okay, so what we are going to do in this chapter is we are going to work on decals. Now, in this environment, decals are very important. Actually, way more important than in most outdoor environments that I actually make. But this environment is just perfect because you can literally see them. With decals, basically, what I mean is they are going to be transparent planes that have details on them that we place on top using a special system inside of a So, yeah, we place those on top of our meshes, and they will create leaks. They will create dirt patches. They will create damages. So yeah, all these leaks that you can see over here, and you can do a lot with it. So we can go very powerful with it if you want. We could even use them on the train and stuff like that. But for now, we're focusing on the buildings. So we are going to make those, and then we are going to go ahead and we are going to start balancing our materials again to look even more like this. And maybe, now, actually, I first to do foliage and then we'll do some lighting on it, just to make it look more like this. So when I look at this, if I look at Digals decals, so we need quite a few leaks. We also need some stuff that comes creeping up from the bottom over here. Yeah, some extra leaks over here. It's good. Maybe some random patches of, like, damages that we can use. So I have a fairly good sense of what we need. Now, Decas, you can go from very easy to very difficult in making them. It can be anything from the way that we are going to do it, which is we are going to use a free online resource for the bases, all the way up to sculpting them yourself inside a C brush. But for leaks like this, we don't need to do that. So we are going to go to a website that is called textis.com. This is a very popular website within the art community. And basically, it is a free resource of well, actually, a lot of stuff here if you go to the library. So they do everything from trid objects and scans, PBR materials, decals, which is the one that we need, but also just normal photographs of materials, for example, like concrete where you can just find images of concrete. So we're going to go ahead and we are going to go to decals. And these are decals that we have. So we can already see leaking, some bottom and stuff like that. Now, when you make a free account, you get 15 free points over here, which you can use to actually get the decal. We are going to aim at decals that are of a resolution of 1024 by 1024 often. The reason that we do that is because decals don't need to be that high resolution, and lower resolution means that I use less points. So I do need to make this count in order to get all the points that I want. I'm going to go to leaking because that's the most important one, and then let's go to dark. If I go here and I just keep looking at my reference, let's go for some quite soft leaks. Let's see what we got here. This one, and I'm just going to middle click on it so that it will open in a new graph, this one, and then I can just preview it. Okay, I also like some strong ones, maybe this one. But I need some really strong details also. Let's open up this one. Oh, actually, the soft one is also quite good. So if we go for something that's a little bit softer, I don't know. Do we want to have a sight? No, I don't think the sight will really matter. This one I'm also want to open because this one I can actually turn into black leaks, and then I can just match it all together. I'm not gonna use all of them. I'm just opening them up so that I can have a closer look at them. Ba Forrest I don't like this one. See here, all the color over here that looks a bit strange. Let's not do that. You have some really nice and strong leaks over here. Let's also open up this one. Okay, so within this folder, if we go and actually, let's go ahead and go to Mossy, no, I don't see any mossy things. So I think we're good. Let's go back because I first want to just open up every deca that I want. And then what I can do is I can just see how many we have if we can make it with the credits or if we need to strip out a few. Of course, I could wait 24 hours, but I unfortunately don't really have the time for that. This one is great. Over there. Yeah, a lot of this stuff, like this one is also quite nice. It is green right now, but if we turned it like a blackish, we can even use it also on the top and not just on the bottom. This one could be nice for some lighter areas. So for the dark areas, who would use the thick one and then maybe for lighter areas, we can just have like one of these. This stuff is perfect for up here, see? So we can use that. And I'm just going to go ahead and I'm going to leave it at that for the bottom because the bottoms don't need that many. Wow, patched walls, let's see that because we do have some patchwork over here. The thing with patchwork is that it's often very visible. So I need to be a bit careful that it's not like, let's see. I just need something that isn't too over the top. Because stuff like this, it looks cool, but it's so incredibly visible that we can only use it probably like once, and then, then it would look too obvious if we use it again. So I feel like maybe this one. See, is there any other stains? Let's just open up this one over here. Let's just now have a look. Okay, so we got those. So we have stains and we have damage. Let's go to stains subtle because these can actually add quite a bit of these. So this one is quite interesting, but I just want to have a quick look because I don't need too many stains. Let's see. Here, these kind of stains, you won't really be able to see them anyway in our version, so I'm not really going to waste my credits on it. So yeah, every 24 hours, you get a new 15 credits. So let's go for this one. Okay, one, two, three, four, five, six, seven, eight, nine, ten, 11, 12, 13. Okay, so we got 13 pieces. Let's see if I can just go to damage and then go for plaster exposed. Here. That stuff could be more interesting. So we might want to go ahead and just do something over here. Maybe this one. Oh, this one is could also be nice. You know what I'm going to go for this one over here. And let's stick to that right now. So if I have a look at this, luckily, I sometimes already downloaded them, so that means that I can I can already download it. So this one over here, what I'm basically going to do is I'm going to download this stuff. And then what I want to do is I want to go ahead and go into Photoshop this time. So we do need Photoshop for this, but well, you can do it inside of substance designer, if you want, but it's a bit of a pain. It's much easier for me to go here. So for these decaals, texture wise, they are a little bit unoptimized, but we don't really need to worry about UVs or anything like that. We want to basically drag in the texture that we just downloaded, and this is simply a 1024 by 1024 Canvas. So I just went to file new 1024 by 1024. And for this one, you basically just want to drag in your decal and then scale it up so that it is scale it up a little bit more so that it is nicely on both ends. Now, once you've done that, whenever you import the decal, it will be a smart object. You can just right click and press rasterize layer. This means that you can edit it. And then over here, for example, we have stuff like this one is almost completely fading out, but then over here, it still has quite a bit of pieces left. Now, what I tend to do is I tend to simply go to over here my eraser tool, which is just like basic eraser, and let's go ahead and just set our size a little bit lower. And then just kind of like, oh, sorry, my SC a bit high. I just want to kind of, like, fate is out. But that doesn't look very nice. Try to fight like a brush here, like dry brushes, for example. I was trying to get a more organic look transition. Yeah, let's do something like that. So we basically have this piece over here. Now, texture wise, this is actually quite good. So I quite like this texture. What you want to do is now that you have this piece, because we are using the system Inside of Unreal engine, that system is basically it grabs the texture, and it will project it almost like, Oh, no, wait, I didn't show you that in spain. That's a different oil. So basically, it will project this texture. Now, because it will project this, we cannot just stack multiple on top of here. You might have heard of decals of using an atlas, and you can use an atlas, but when you use an atlas, it means that you would need to map it on an actual jom try plane and then place it. However, we need to place so many decos that flexibility wise, that's just going to be a pain. So we're going to use the building system inside of Unil engine. So we just want to have one per sheet. Then want to go down and click on the background, and then grab this little circle and press solid color and then grab a color from your Digal like this. The reason you want to do this. Oh, sorry, the eraser Let's ty again. It looks like that the eraser did. Willie? It erases in colours, which is I know it's sometimes annoying. In that case, what I'm going to do is I'm literally going to go up here to my polygon lesser tool, and I'm just going to select around here. You can use any type of lesser tool selection tool, and let's press delete. There we go. So yeah, that's a little bit annoying. It is strange, though, because the other eraser does. Maybe it's the brush. I think it's the brush that does that. But anyway, the goal is for you to get your texture in here and get a nice background like this. Now, there's one more thing that we need. We need an actual face to actually differentiate between the two. The way that you can do that is you can go ahead and you can duplicate your layer. Now click on the bottom layer and then add a solid color. The reason I click on the bottom layer is because it will always add the solid color on top of that. Now if I set the solid color to black, we have black. And if I now go into decal, I can right click blending options, color overlay, and just set the color to white. And there you go. Now you have a mask. Now all you need to do is you need to select these two, right click and merge them, and then just press A, Contra C, turn them off. Go to channels, and channels is the RG and B and A. And now we are going to RTMs and Alpha, so we are going to press Plus. And contra V to copy it. So it will end up in our Alpha map. Now, once you've done that, all you need to do is go to file and saves. And I want to save it just as a PSE because Unreal Engine can input PSCs and I might want to balance out the colors, so this is easier. Call this leaking underscore A, for example, and just save it. Okay, so that is basically it. Now, for all of these other pieces, what I'm going to do is I'm going to go ahead and just do the exact same thing. I'm going to download these and then I'm going to go ahead and, yeah, I think we have enough credits for all of them. So that is great. So that saves me quite a bit of worry. So we might not use all of them, but now we can at least try it out. So let's kick in it QuickTaps. Just quickly do this for all of them. A The Okay, so I have now set up all of my decals inside of Photoshop, as you can see. So one thing that I want to show you. So for the people, if you want to have a bit more of an optimized decal, what you can do for very thin decals like this is you can make your canvas smarter. So if you go to Image and then image size, right now, it's 1024 by 1024. And as long as you keep your canvases, like a small, for example, height, let's say this is only one to eight, for example. Now, this will completely squash my pieces. But if I just go ahead and press resample, press okay. Oh, press resample. Sorry, I'm thinking. Basically, keep it even. You can use your cop tool over here. I'm not thinking right in here. I need to go for, so one, two, eight. 1024. Bye, one, two, eight. Thank you. That's what I meant. So if you do this, you can make your size a lot smaller and then you can press Okay, and then you can save it again. Now, the reason why I'm not doing this, it's basically time save. So yes, this will save you a little bit of texture resolution or not texture resolution, per se, but the actual size of your texture file. However, because of the tool inside of wel, that tool works always in squares. So if we do not make it to square, what then we end up is instead of us having the ability to just drag it in, and it will be there. Every time we drag it in, we need to scale it up so that it looks square that this works again. And that's basically my reasoning for not actually doing it for this case. It's time save. If you have more time, you want to do the scaling, you can go ahead and go for it. So that's no problem at all. Now, having this stuff done, we are going to input it. Once we have imported it, what we're going to do is we are going to make sure that they all fit together because right now they have all slightly different colors and everything, so that's something we want to work on, and we're going to, of course, make a cool material. So first of all, let's go into textures, and let's create a folder that we'll just call decals. As you might have noticed, we do not have any normal maps. We do not have any roughness maps or anything else. That's no problem. Roughness, we will go ahead and we will do insight of unreal engine in the shader. No map, we can later on give the ability, but many of these decals, they do not actually need a normal map on them. So we have decals. Now if we go ahead and just grab all of our PSDs and just throw them in here. Give that a second. There we go. There are decals. Now in materials, I'm going to create a new folder that I'll call decals because else, things get a little bit crowded. And in here, I'm just going to go ahead and make a material and call it decal underscore master. Let's open this up. Okay, so this material, let's first start by just getting a base decal and I'm just going to go for leaking A, for example. Just drag it in here. This one is easy. We want to have a base color, and all we need to do to turn this into a decal is go into our main node, set the blending mode to translucent and set the shading model, sorry, surface to the third decal, blending mode to translucent, and then the decal blend mode to debufferent color. Actually, that's only due color. Yes, because if we only do color, basically what will happen is it will grab the roughness from our material behind it, so it can give us a bit more variation. You'd like this. You can also do only like normal map only degils, which is a really cool thing. Remember that YouTube channel that I shared a bit before. I have a video called corner Dens that I am probably going to also add to this one. That is really cool. So we're going to go ahead and add those pieces, also. But that videos like an extra, so I will literally just share that video to instead of me redoing the exact same thing in the video. It's just a bit easier for all of us. So we have this. Now it asks us for the paste. Remember how we have an AFL channel, so we can just grab the Ava, throw it into our paste, and that should now have also worked. There we go. It's a bit hard to see, but there is our decal. So we got this stuff already ready to go, Bridge Mich. That's literally it. I'm just going to go right click, convert this to Pemter and call this decal underscore base color. Because we have many deca, so let's save that. And we're going to start with this. Now, we can also do some color balancing on this. However, I want to try and do most of it inside the Pothop because in this case, I want to try and drag and drop it rather than, no, wait, sorry, I'm making no sense here because I can just drag and drop the instance. Never mind. I'm thinking wrong. But basically, for now, I want to try and get it into Vothop. So we have a deca master. If you just right click and just create a material instance, call this leaking underscore A, now, using decals inside of wheel, it's so easy. Literally all you have to do is just drag it in here and it will register as a decal. Now, it looks like that we need to rotate our decal. You can see an arrow, so we need to rotate it towards the wall, nine degrees, and it looks like that we need to rotate it 90 degrees like this. There you go. If you move this up a little bit, don't move it up too much because it is projecting, so it will always project as far as it can go. What you can do is you can try and scale down your model flat, and then until the point that it is only just in the wall, just make sure that you don't accidentally go into the minus here and that will make the projection go a little bit better. But there we go. So we got a T Gal. Okay. The next thing that we need, there are two ways that we can control opacity, which we sometimes want to do. One way is to move it further away from the actual wall, and then it will control the opacity. For that, if you scale this bigger, you have softer control, see, so you can have this really strong or really light. Another way that we're going to do is we are going to go in our material, hold S and click one to create a shortcut scaler perimeter and call this one city. Over here and set this to one. Now, I want to set my slider minimum to zero and my slider max to 1.5. What this does is it will basically clamp our slider so that we cannot accidently set our slider to like 100 or something like that, and it just makes it look a little bit cleaner. Now, if I go ahead and add a multiply, I can simply multiply my Alpha with the opacite, throw that in here and press Save. Give that a second.Tu Okay. Now double click on this. I can go in here and I can change it. So yeah, that's the goal. So if you only want to have the opacity for one decal, then I would recommend just moving it further away from the ball. But if you want to have every type of decal like this, control opacity or you can set it a bit stronger. You can go ahead and you can simply do that in here. So I'm going to stick to one for now. Now, one last thing that I just want to already give us control over is color. It's just a color overlay. So if you just do a multiply and add a constant three vector, right click convert this to peremter. We've already done this stuff, so color overlay. Sets to white. At least, then we can always just have an overlay color in case we need to. So, save this. And there we go. So we have our first decal setup. Now, what we're going to do next chapter is we are going to go ahead and we are going to balance all of our decals. So place them, balance them. And then once that is done, what we will do is we will go ahead and we will start placing them. And about that stuff that they said about making decir smaller, that's what I mean with that. It would look like this, and we then need to scale it out in order to make it look correct. But this is why easier because look how easy this is. I can just quickly place it wherever I want, and it will be done. So this wall over here is going to be like our little prototype wall for this. So let's go ahead and continue with that in the next chapter. 27. 26 Creating Our Decals Part2: Okay, so let's start by creating a detail. So one, two, three, four, five, six leaks. So I can just go to leaking A. Duplicate, call this leaking B. Duplicate C. Duplicate. The F, how far did it go? Oh, G. And number. G, there we go. So let's go ahead and just open them up. And then all we need to do is just drag in the correct texture and then place them in our level, and that will be it for our leaks. So I want to balance our leaks together. I want to balance our bottom dirt together. And the patches, they can be kind of like their own standalone thing. So that's why I'm doing it in patches. So here we go. Basically, just go in, turn on the base color of all of them. There we go. And now we can just start by dragging in number B, number C, because yeah, they all have a slightly different dirt color. So I just need to make sure that they do fit together, and not that we end up with this silly look where every single decal that we have looks slightly different. So yeah, we're going to go for unlike the lighter pieces, we're going to go for light dark, lightly brownish dirt. Over here, this one, we might need to make a custom decal to continue the top to make everything feel very dark, like you can see over there. I will show you how to do that because it's actually very easy. But anyway, so in this case, what I'm going to do is I am just going to go ahead and duplicate this a bunch of times. Because we can also just do the same thing as with models where we just Oh, hello, where we just replace. There we go. Where we just go ahead and replace the material. So that's why I'm doing that over here. See, we are covering quite a bit of surface. So let's go ahead and just do leaking B. Yeah, that's quite a nice transition. Like these kind of transitions I can easily live with. It's just these ones. See? Like that looks quite silly. But we're going to probably move everything more in this direction in terms of color and not so much in that one. That's why I also have the color overlay. If I can get away with it with the color overlay, I might just do that because many of these are very similar. Like, this one, we need to go into Vote shop, most likely. This one, definitely. So and the last one over here. Okay, so if we are going to go ahead and go more in this direction, I'm just going to remove the brown from leaking A&B, and I will actually do that inside the photoshop. So let's just go ahead and no, I don't need to save anything because everything is already saved. I'm just going to go ahead and close these things over here. And I'm just going to navigate to my degas f. So ANB Oh, that's bottom A&B. I need leaking A&B. There we go. Okay, so A and B. What I'm going to do is I'm just going to get rid of the brown and make it a little bit darker, most likely. I will do the darkening inside of Unreal engine. But if I just go in here and then go to my probably like it's a UN saturation on top of this and just set the saturation bit down. Let's make it a little bit darker in here. But let's see if I do this, then open up leaking A. Let's go to Digals leaking A, and re input this. And then if we go into our color, I just set this to be see a little bit darker. I'm just going to go ahead and just move this one over here so that I can see if it transitions fairly. Well, okay, so that color I find is close enough, so that's fine. You can see it's subtle, but it is there. So if I just go ahead and go to Photoshop, what I can do is I can just press Control C on the U and saturation, go to leaking B and just press Contra V, and then save it. So that we just override it. And then just re import leaking B. And all I need to do now is just go into leaking A and just copy my color overlay as RGB. And open up leaking B and place it here. Safe. There we go, see. So those now all match up. Those ones match up. Okay, so this one this one over here, this is. I think I'm just going to bleed out the color a little bit. I think that's about it. So this is number E. So if you just go in here, open up leaking E here, I think it just has too much color. So we can do that pretty much the same way where we add a UN saturation, and let's tone down the saturation over here. So here I'm just bleeding out the color and maybe make this a little bit darker. Let's save that. Maybe a little bit of color is still nice, but just not too much. Re input this. Okay. And you know what? I think I actually want to make this one a little bit lighter now I look at it. So I actually need to make my lightness a little bit more. Did that save? Yes, it saved. Yeah, see here. That now lines up quite nicely. Of course, they don't always look good next to each other, but that's no problem because we can just make sure that they all match nicely. For this one, I think what I'm going to do is I'm just going to make it gray scale. Number F. I literally just gonna go in, you in saturation and just tone it all down. My make it also quite a bit darker. Here you see, so it just as some of the stronger dirt. And then, this one, I believe, leaks quite well. The only thing that I would do is probably just go in and maybe number G. Let's make the opacity to 0.95 to make it a little bit. Sets 0.9. He to make it a little bit less strong. There we go. Then it should line up. See? So now, when you look at it at first glance, they all line up nicely. So we got these pieces over here. Now what I'm going to do is I'm going to go ahead and I'm going to start working on the bottom decals which is one, two, three, four, up until D. So if I just go ahead and just duplicate this bottom score A, B, C, and D. And we are going to go probably for fairly neutral colors, maybe a little bit. Now, actually, let's not do a little bit greenish. Let's try to get them in the direction of black colors. So let's go ahead and just open these pieces up. Here we go. Let's go into decals, bottom A, B, C, and number D. Okay, so we got those. Yeah, I can use that probably. Let's go ahead and I'm just going to duplicate this. Rotate it 180. Scaled a bit bigger. Here we go. And let's just go ahead and get started with decal number A. Oh, you need to rotate it because I was thinking about leaks. Okay, so decal number A? Oh, you know what? It might actually be nice to keep one of them. If we just do this and just make them a little bit darker, it might actually be nice to just keep them a little bit brownish, at least like one of them. If I make this, like, a little bit darker, so it still does work. Or is this one going to be? I'm not sure which one was the one that I wanted to use on the Windows, but this kind of stuff, on the one hand, I would like it, on the other hand, because it would be great over here. But on the other hand, I also want to have a dark version. So I don't know if I can just duplicate this and if I just go ahead and temporarily change my color to see if I can get away with making it dark in here. Okay, I can. So since I can ABCD, let's duplicate this and call this actual B underscore dark. Let's do that. Drop this in here so that we have one green version and one dark version, see? There we go. I think that will work then a little bit nicer if we do stuff like that. Oh, yeah, by the way, sometimes your decals, they go like, at least the actual selection note goes on the inside. So that's something just to keep in mind. So we got those pieces. Let me just grab this. Duplicate this, and then we have number C, and number C is very subtle, but that's fine. So yeah, I'm a little bit more relaxed. Okay, this was the one. Oh, yeah, that's already a good color. So this one will be the one on top of there. Okay, so we got those pieces done. That's great. Now, all we have is patches A, B, and C. So if we go ahead and just duplicate one of these, patch underscore A, B, and C. Okay. Let's go ahead and open them up. And let's just drag in patches A, C and B. And now we can go ahead and save this. Oh. Okay. So if I just go ahead and I'm just going to grab one of these and just throw it up here. So patch A. Yeah, patch A is fine. Patch B. Batch B is fine, but maybe make it a little bit darker. Let's go into our color overlay. Let's go for like a bit more like a darker color. And then we might want to, like, later on, just make it a little bit less intense. But for now, that should be fine. And patch number C. Let's make patch number C also a little bit like a darker color. And maybe go into Photoshop and just quickly open up Patch number C and just add a quick gray scale to this. Let's make it a little bit more gray scale, maybe a little bit darker. Save that. Let's go into decals, patch C, that's reimport. And let's set our opacity for this. Oh, I'm I'm already editing the opacity. Well, it shouldn't be too bad. Let's set it to 0.8. There we go. Let's go for 0.8. Okay, so we got now all these decals, and you can even already see how much stuff that they can art. So what I will do is so this building does not use a lot of them. So what I will do is I will use this building, and I will show you how I'm going to dress this building, and then the rest I will just go ahead and do as, like, a little time laps. Or shall I do this? You know what I'm going to do this one. This one feels like it could be a little bit more relaxing. So we got these patches now. We can just go ahead and we can, drag them in. So what I'm going to do is I'm just going to go in and, um, yeah, it's just a lit dose. So let's have a look over here. If we have a look at the reference at the top, we have some leaking that is not too strong except at one area. So I think we want to go for like a leaking A. We just really need to places like one. Let's make it a little bit thinner. Let's make it a little bit thicker. Okay, so what do we have? Leaking A. I feel like it might go from leaking B. If we just make this a little bit thicker. So let's grab leaking B. Let's move it up until this point, and let's then just push it out so that it's not as strong. And then let's transition that one to leaking A. Sometimes it's just fine to overlay like this. That's no bomb. Then if we go for like let's go Uh, leaking A again, or let's go for leaking B again. So let's go for, like, a leaking B again. And then this one you can kind of just hang out like this. And then if I just go in here and just grab a leaking, what was it E, D, F? No. Oh, F also works quite nicely. I think it was like a leaking D. If I just grab that and just slightly throw that on here to add, like, a little bit of, like, leaks around the window. So we get a leaking effect like this. Now, if you go ahead and just duplicate this and we are going to go for, like, some patchwork. So let's see, patches B, for example, let's go ahead and just move this probably here to the side. Let's not make it as intense. So here we have a Patches B. Let's see. What else do we have? Patches C. Patches C, I'm going to go ahead and I'm going to rotate and probably move over here. Scribe another patches B over here and just like set it maybe like the center like this. And over here and maybe another one over here. So, this is going to be definitely one of the more dirty buildings that we have. So we got that stuff. Let's go ahead and let's duplicate this and go for, like, bottom D over here. I'm just going to scale this in like this. Let's throw it on here. And maybe for this one, what I can do to change things up a little bit, I can grab leaking what was it leaking G? Oh, leaking G was the one that I wanted to use here. Is it this one? Yeah. There we go. That was the one that I wanted to use. But anyway, this one, I wasn't going for leaking G. I was going for bottom or leaking B, trying to find one or bottom D. So bottom D is the one that we have over here. C, D A, let's go for number A. Let's throw that in here. And let's switch this one out to bottom D, for example. Let's make it look at it a little bit more interesting. And this one is going to be bottom A, again, for example. There we go. Now, let's already move to the bottom over here. So I'm just going to go ahead and it's actually even hard to see in our shadows. Let's call for bottom D dark. And I'm just going to move it over here. Now, if I just go ahead and just duplicate this and go for, like, a patches, B, C. Let's go for Patches C and just make it. Let's push it in and then make it like a lower opacity like this. So we got one of those. Got a duplicate this, and I'm going to have another one. Around here. And at this point, I'm sometimes find that it is going over the window. If you don't want it, you can just go ahead and you can scale this in. I just very carefully place something like this. Now let's duplicate one of these because I saw that we had like a patches A that might be nice to use steel somewhere here. If I just push this a bit closer to make it a little bit stronger, I could try and go for, like, something like over here. And I don't know. Maybe I'll use it like Tony S, I'm Wi just slapping on a lot of digals here. Maybe something like this. Okay, so we got that stuff. Now what I'm going to do is I'm just going to go ahead and I'm going to duplicate this Place one, let's say, over here and another one over here. And then there we go. So from distance, that's already here, I press G to go into game mode. And let's go to my camera actor, set my screen space to 200. Here, see the difference between one with decals and one without decals. So it definitely adds an insane amount of detail to this. So that's basically the general idea for this. Now, I can now go in, and if I want, I can, for example, in some of these locations where I feel like I want to maybe have a little bit cleaner or a little bit less intense, like this is fine. But here, I can say, like, Okay, I'm just going to move this a little bit forward to not have it too over the top dirty because it's a tricky balance to get between looking very nice and looking too much, basically. There we go. And like, stuff like that. What I can say is, Okay, so up here, we are going to go ahead for, like, really strong decals, 'cause that's just how it looks like. Let's also move another one over here. But then it does need to be accompanied by another degal like this one that is also strong because else the transition is too fast. Like, we want to have this to be quite a nice transition. Maybe if I go for some leaks C and I make them very large over here. But I make them very soft in terms of intensity. There we go. So we get something hopefully this direction. Uh, yeah, that's actually go just for one of them. Sometimes I press G to get rid of all of these notes that I can see a little bit better. Okay, yeah, let's go for something like this. So we have some lighter. And because they're so far up the resolution, you cannot really see that this area like this at this point, just looks nice. So yeah, that's basically the general idea for this kind of stuff. And what I'm now going to do is I'm just going to go ahead and match this up. The only thing that I would say is up here, if we want to just have all of this to look black, what I can do is I can go ahead and I can go into Photoshop, create a quick, new layer. And this one basically if I go ahead and let's say, I'm going to make my color to be like a solid color that's like dark brownish like this. And then in my mask, if I just go ahead and merge this together so that I can pop a mask, merge layers. Now, let's go ahead and alter alpha. And in your Alpha, just go ahead and go to the brush. Make it a soft round brush over here. Set this to be white. An art something like, actually, let's make my hardness a little bit stronger. If you click and hold Shift, you can actually just make a shape like this. And if I just go ahead and do a saves and just call this one square patch, for example, and save. And if I just quickly go ahead and set this up here. Oh, sorry, that's not the right folder. Decals, square patch. Go in here, just duplicate like patch C, square under square patch. Let's open this up. All I need to do is just input my square patch in here, set my intensity intensity to 0.9, for example. And now, if you just go ahead and drag in the square patch, we get this. Now, this patch might not look press G. Yeah, I'm not even in the right direction. Now, this patch might not look very impressive. However, what we can do is we can have this patch here. We can make it a little bit darker so that it fits more with our reference and maybe make the opacity to one so that I can just do a full control over like this. So let's say something like this. But now, if I just duplicate one of my leaks that I have over here, and we had these really big leaks. Let's see. Was it leaks D, E, might have been E. And else, let's just go for C, actually. Let's just go for C because I know that that one does match better. So what you will notice is that what we can do is we can just continue this transition. And then I can just go in this one and I can say, Okay, I want to have it exactly the right intensity where are you? For this one to nicely work. And if I then duplicate this and just add, for example, a patch B on this to the side Oh, I was expecting patch. Maybe if I just do patch B patch B, underscore dark, I mean, throw that on here. Yeah, now I can just, play around with my darkness. Let's not make it as intense. But yeah, you get the idea. So like this, what we can do is we can also go into the square patch and we can just keep playing around with this 0.95 until it matches up very nicely. You know, 0.95 and then move this one down and maybe make it a little bit less intense. 0.99 or 98 maybe. Yeah, basically, we will make it work. So that way, I just need to make this look a lot more interesting. Maybe I'm going to make these patches like a dort thing, so you will see me going ahead in the time laps. I will just simply play around with that. But, yeah, that's just the general idea of how you can make, like, very large patches and just fill things up. So let's go ahead and kick in the time laps and we're just going to place all of these decaals on our environment. 28. 27 Creating Our Decals Part3 Timelapse: I D. D. D. Don't I 29. 28 Balancing Our Scene: Okay, and we are done. So, wow. I hope that you can see just the power of decals over here. Like this is a perfect example here. If I set my screen percentage up. See? This is a perfect example. I placed on my decals in the fall of organization, but also to show you that this is with decals. And this was without. Yeah, definitely looks a whole lot more realistic. So this is great. Now, what I wanted to do is I wanted to go ahead and just do, a little bit of balancing before we move over to almost like an extra chapter, which is going to be the foliage, and the foliage is going to be a very large chapter. So that's why I just wanted to, first of all, do this. If I have a look at this, first of all, let me just have a look at colors, basically. So if we have these colors, I still want to try and get these colors to work a little bit better. Let's go ahead and let's make my directional light a little bit more orange to get this color over here, like the yellowish color. And then what I will do is I will counteract the colors in my materials to make them feel gray in other areas. And let's see if that works. So, this one, we're basically going to go for let's go for suppress cancel. I already ruined it. Let's try it again. So a bit more yellow over here. Okay? Now, the first thing I want to do is I want to make these really white, the ones that we have over here. Um, the way that I can do that. So I know that our concrete tiles be over here. Oh, no, we made those white. So this is the dark tiles, I assume. Yes, the dark tiles. Dark tiles. Are those gray? A, they are gray. So if I just move this over here, and then I basically see so the opposite of yellow, so we need to go probably a bit more like a bluish direction over here in order to counteract some of that yellow color. Basically, when you look at it from different angles, you can see that these are all very white. So it's a bit tricky, like the sun is here. But then in these areas, the sun doesn't hit it, but in our case, the sun does hit it, making it more white. So I'm just basically just trying to balance it out a little bit, but I need to be careful because I don't want to make it look fake. I don't want to have very blue looking um pieces, for example. So just give me a second because I'm just trying out. Yeah, I just want to give it the tiniest bit of a blue tint. Let's make it a bit darker, something like this. Yeah, I think something like that should work a little bit better. And if we have a look, save sin or let's save our material mean, S we got these ones, and then we got this one. I think I want to make this over here, the concrete tiles be dark. I think I want to make them just a little bit darker. And then later on, I don't want to do once again too much because we are going to do, a little bit more balancing later on. So I'm going to make this also a little bit more in the direction of green and then a little bit darker. Something like this should work. Now, making this darker will most of the time also affect your decaals a little bit, because yeah, your degas are dark themselves, but I think this is still looking quite right. Okay, so we got that stuff done. Now, our windows over here, our windows I'm also not too happy about. Let's go into Windows. Oh, okay, so we did all of this. Oh, wait. No, that's I need glass that we got's going into class. Okay, so our glass we did inside of substance painter. I'm just going to see if I can quickly open up my glass base color like this and see if I can just play around with the saturation to balance out the darkness. So if I set the brightness to 0.8, give that second. Here to make it a bit more dark. And then if I set the saturation to around 0.8, probably. Give it that second. Okay, let's do 0.5, actually. Yeah, there we go. Let's do that. So now that it is a bit darker, it just feels like it fits a little bit better in certain areas over here. I am quite surprised that these over here are still so bright. Let me just set my screen since back to 100. Like, I wouldn't expect those to be this bright still because of the sky, which by the way, interesting clouds. I definitely need to fix the pixelation that I have on there. So, this brightness, I'm not 100% sure where that comes from. But I'm not sure if I even care about fixing it right now. Right now, I just want to go like the overall scene. An overall scene, we are starting to get closer with our colors to what I wanted to get in the beginning. Another thing that I see over here is that in the end, it looks like that these patches over here are a little bit too strong. So if I grab these ones, it's actually going to unlid mode that I can see it better. Here, I just want to go ahead and I want to push these a bit further back in as to make them a little bit less strong. There we go, because I just want to be able to still see my stones very well. Okay, how does that look if we go back to my camera angle? Yeah. Okay, so yeah, that works quite a bit better. Of course, there's going to be foliage and everything against it, so I'm not too worried about that. So, are we ready for the foliage? I think for now, we are. I think what we're going to do is so this will be a short chapter. In the next chapter, we will start with our foliage. Now, we first of all, just need to create a prototype, so we're just going to make one piece of every foliage, and then let's say that we just like I'll place it together to see how everything looks. The trees we will do last because they are not as important. So for the foliage, I will go over that in the next chapter just to make sure that we got everything. I'm not sure if we like we could make some ivy, but making ivy, this actually takes very long, so I'm not sure. I might make, like, one or two variations just to have it somewhere here, but we'll have a look at that. So let's continue with that stuff in the next chapter. 30. 29 Creating Our Ground Plant Part1: Okay. So in the next few chapters, we are going to work on foliage. Now, foliage by itself is a whole other beast, so to speak. It is something that is Well, it's so specialized that are literally jobs that are just about being a foliage artist. So many very large games have a folage artist like Battlefield, Foss and D division. They all have just, like, a very dedicated person who knows a lot about foliage and how to create it. So for this tutorial, because foliage can be an entire 20, 30 hour course in itself, if we want to, I'm going to try and just show you like a few different techniques to create foliage. We will not go over how to create the actual textures because I personally just use Photogrmtree for the textures, which is if I want to make it myself, I literally go outside. I can do that now because we are just getting out of winter. But basically, what we're going to use is we are going to use some free and some other resources for the textures. I'm going to show you a few ways on how to create the action models. Now, for some of these models, I will use Maya. For other models, I will use speed tree just to speed up the workflow. I want to start with, like, these ground plants. So these ground plants, I want to do inside of Maya just because it's a little bit easier in Maya. And you'll see, so we'll just make like a generic looking ground plants that we can use. These T one is better. So these bushes that we have over here, we are going to use spit tree for those. So that's going to look nice and interesting. These ones we're going to use speed tree. Although the technique that I always use, I do often just quickly go in Maya because well, you'll see, I won't go over that right now. I'm not going to make every type of foliage that you can see here because that would simply take too long. What I had in mind was I was going to make some grown plants. I want to make one of these stalks over here, and there may be also like one variation that's just like cluttered, that has, like, a few of them. So I want to make one of these bushes over here that I will make in a specific way that I can reuse them a lot. I want to make some grass, which is just some very easy, very basic stuff, and I quite like having one of these plants, which is like the sort of longer grass. So that's the Oh, and a tree. I will also make a tree. So that is the broad plan for this. With the tree, I might also make some custom texts for it. It will just be branch textures. We will still use the leaves from online resource, but we'll make like branches. So that's generally the idea. I might later on in the bonus chips enhance my foliage a little bit with some mega scan foliage because it's all photogram tree. It's hard to beat something like that. So, okay, that is the plan. I hope that you now understand. So we will use a bit of Maya, bit of speed tree. At least I will show you the techniques that you can use to create a bunch of different types of foliage. And I also need to create some ivy later on. The IV, however, I will do in the time laps because it's very similar. It's literally just mapping a texture on a plane and then just placing it around. And yeah, going to be fun. So the base one that we have over here, let's get started with that stuff. So what the resources that I want to use are if we go ahead and So we have textis.com, and we have substance source. Now, the reason I have two of these is because substance source comes with your substance license. So if you have a substance license, which if you are making these materials, I do assume that you do, you will get three points every month. I think it's around 30 points, but they stack up. Like, I'm at 400 because I just don't use it enough. However, because I am not sure that the student license also gives you free points, Because of that, I'm also going to use text.com because text.com has a free version. So basically, if we would go to Substansurce, we have a bunch of atlases down here, and it is literally just like foliage atlases. So this is great. Okay, it's a bit slow. There we go. Loading was a little bit slow. Anyway, as you can see, we just have a lot of different atlases, but we are more focused towards the leaves that you can see over here. So, there are a bunch of nice little leaves in here. And basically, this is where we can just find stuff. Now, the stuff that we download from this are dot SBSARFles or dot SBS files. This does mean that we need to open up substance designer in order to export them as texture files just because this is part of substance. The second one is in our latest textures. If we go ahead and go to Ted scans Atlas and then leaves over here, Okay, I don't know what's going on. I think my Internet is just extra slow today. So I'll just pass the video until it's done loading. Oh, never mind. There we go. So here you can see, these are all also scanned leaves, which also great because we can just use the bits of this. So there's, like, a lots of stuff here. Also grass, as you can see, which we'll also use. So we are going to use some grass. But, yeah, it has ground plants. So if we want, we can literally just, like, map these things on a plane also. But these smaller little flowers, I'm just going to grab from subssgna just because subnerF mega scans, just because it's a little bit quicker and it's the same basic concept. Yeah, there's a lot of nice, really nice stuff in here that you can get. And inside of text.com, you can get the low resolution for free. So what I will do is I want to start by finding a leaf that looks a little bit like this. Now, I'm personally not as picky, so it doesn't need to be too precise. I just want something that looks a little bit like that. And now that one, um, I'm sure that it is in here, but there are so many atlases that it might take me a while to actually find it. So I can I narrow this down flowers? No, I cannot but there are 576 types of leaves in here. So it might always take like a second in order to find it. Does mean that we have, lots of choice, which is nice. But what I'm going to do is I'm going to go ahead and basically already spent some time going through and just trying to find this trying to find this stuff. And I end up with this one. So it was called a horse chestnut. There we go. This was the one that I end up. Now, normally these ones are on actual trees. However, this was the best one I could find that has the same pattern that I could find down here. So only people that really know a lot about foliage will probably know the difference, but I'm just going to use these as crown plans. So I'm just going to go ahead and I'm going to basically them just press on the SBSAR file. And once again, if you don't have this, just go in text.com. I'm sure that there's, like, a very similar one in here somewhere. Here we get, like So say, Oh, you can even go photoshop with single leaves and just place them together. Here. Let's say, stuff like this you could use or here stuff like this. For example, Oh, Ivy, Ivy is perfect because we need those later on also. So technically, once you've had a look, if you don't click on it, you can simply download with one credit only to save your credits, only download the base color, the normal, and the Alpha. If you have enough credits, I would also say the roughness and if you have even more credits, I would say translucency. But remember, we are going to make a few different types of foliage, so you might want to just be a bit careful about what you use. Now, in texts, let's make folic cut foliage and I'm going to call this one Gund plant underscore A in case I want to make more. And so this texture in here, I can just drag in my dots BSAR file. So I just open up substance and I dragged in dot spsR file that we have here, and this is it. So this is all that we need from it. There are lots of modes in here that you can use if you want, but all I care about if I just delete this stuff is I want to get my base color in here, my normal. I want to get my roughness. I don't need metallic, I don't need emclusion. I don't need a height. I'm just going to right click. Oh, sorry, press space, type in output, and I'm going to go ahead from mask. And just copy your identifiers into the label and just press a little plus sign down here. So we have our opacity in here. And I want to go for a probably also, do we have a translucent? Oh, no, we don't have a translucency. That's no problem. Then we're going to go for this stuff. Okay, so that's basically it. So all that we need to do in this. Now, one thing that you can do if you want, for now, I'm not going to do it yet, is that you can combine your Alpha mask in for example, the Alpha of your base color. This will save you some texture spaces. So it's just optimization. Way that you can do this is by pressing space and typing in RGB A and then go for Alpha merge over here. And then you can say, Okay, I want my base color in here, my obaste here, and throw that into your base color. For example, I can do this. The reason that I also want to export it separately is because inside of Maya, it is much easier for me to just drag in this mask in order to read the Obaste so that I can actually create my leaves. But anyway, so we got this stuff done. We can go ahead and we can save this and foliage, count plant A, there we go. And now we can also just export this, and we can just export this as a TJ. Oh, let me just quickly copy the group into the mask. There we go. So that's now nice and organized, so let's go ahead and but Export, and there we go. So now we have our leaves over here. Perfect. So that's already it for preparing our texture. So that's why it is so easy if you just use photogram tree for this. Now, let's go ahead and go to May over here, and I'm just going to do this in like a new scene because it's just its own thing. I want to go ahead and I want to just create a very simple plane. Over here. So we're first just going to go ahead and make our leaves. Now in this plane, I'm going to probably set my seconds to four might be a little bit too much. Let's go for 33 by three. And the reason I want to do this is so that I can then at least, like, bend my leaves a little bit the way that I wanted to. There's one thing that I just remember that we might want to do, and that is why now the stalks are not very long, but we, of course, want to end up extruding our stalks that they look like they are going into the ground. Now, once we get to this stage, there will be so much going on that you cannot really see that anymore. So that's the thing that we are going to actually take advantage of because we have so much different foliage going into each other. It will basically cover if we make any mistakes or if something is not as accurate, we are able to cover that. But for now, what I want to do, very simple. All I want to do is I want to go ahead and add a quick blend to my opacity. So just hold Shift and plug in your blend in front of it. And then you just want to go ahead and press space and add a shape. So the shape is just a very simple shape. If I just go ahead and set my Y size very thin like this. Now what I can do is I can add to transform and I can then just hold Shift and just carefully move this up. You might have guessed it because if we add this to our mask like this, this stuff over here will not be masked out, which means that if we just map our UVs of a stalk in this area, it will show up and it will just become like a green little stick, basically. And that's about it. So let's just re export that. And now we are ready. So we got this stuff. I'm just going to go ahead, se click Assign favorite material, and just assign a brand new amber to this, and just call this leaf. For this one, I'm just going to go for shall we do like two variations? Yeah, I think we'll just do both of these variations. So one of these and one of these, that's no problem, and that should already be enough because we will have so many of them that you cannot really differentiate from them anyway. I'm going to go ahead and go into color, file, open it up. And let's open up our base color. There we go. And now we just go ahead and then go in here and also go to transparent Oh, it's already read transparency. So we can now go ahead and go to textured mode, and this is what we get now. So yeah, I forgot that it automatically reads the transparency in here. So basically, it will now have just like a very simple leaf. Now, the only thing that we need to do is we need to start by going into our UV editor over here. Go to Face Mode, select it, and I just want to try and get my leave for the biggest part into, like, one area. So something like this. So yeah, you get a look like this. Once you've done that, you want to go ahead and duplicate this. And this one you want to have your leaf covering this area like this. There we go. Easy does it. Now all that we need to do is we just need to go ahead and we need to cut out our actual leaf, so we can just use our knife to. You can just be quite sloppy around the edges. She can see, oh, well, not that sloppy. But let's go ahead and just, let's do that. And I'm just going to go ahead and have one here. One here, another one here. I basically just want to cut out some of these pieces. If you ever do something like this, just make sure to connect this again like this. There we go. And basically, once you've done that, you can go ahead and you can select these pieces and just go ahead and delete them. So that all that is left is our single or leaf if you have this stuff, what you can do is you can go into tool settings and you can turn on preserve UVs because then you can move your ertzes without the UVs changing. Of course, it's not perfect, but at least then we can move this, and we can also move this one and just say, like, Okay, I want this one to be nicely in the center of my stock like that. So we got that one. Now, let's just go ahead and just quickly do the same thing over here. So I'm just going to go ahead and I'm going to place this. This one is annoying. I'll leave that one. Then here, just try and get this. There we go. Let's just go ahead and get rid of these faxes that we have over here. Here we go. Okay, so we got that stuff done. Now if I select this one, turn on my preserve UV. Let's see if I can. Okay, so I probably need to move this see. So you need to be very careful. But basically, I just want to make sure that I get one edge over here that I can later on extrude the stalk. So that's why I'm trying to just keep this edge ready to go. In here, might be useful to just do this just to push it back in a little bit more. If you want, you can do the same over here. See, that's nice thing about preserve V that you can do this kind of stuff. But, okay, so we got our two leaves over here. Now, what I want to do with these leaves? Basically, what I'm first going to do is I'm just going to give them a little bit of a bend because as you can see over here, like the way that they are in here is that they actually they bend up and out a little bit. But because we need to make sure that our leaves are because we just have planes. It's not like real life. We cannot have this many leaves because it would mean that we have 50,000 polygons. So we need to make our shape in a way that they kind of like bend down, almost like almost like a sort of like a mushroom, so that they cover more area so that we need less leaves to fake the density of this, if that makes sense. But if it doesn't all, of course, just show you. So we got this stuff. Let's go ahead and there we go. Let's go ahead and go into probably vertex mode. And basically what I mean is just select these pieces and just move them up a little bit. So we move this so that we get a bend like this. Now, of course, then you can just go in, in some areas, you can, for example, push this down a little bit. Oh. This time, turn off preserve your vs because if you do not turn them off now, they will not actually bend with it. It's fine for over here, but just for that one. So we just get a leaf sort of like this. There you go. S. So it might not look very nice now, but don't worry that we'll make it look nice, because what we're later going to do is we can also add some bend modifiers to make it look a bit more interesting. But let's say that, okay, we got this piece. Let's move this piece up a bit. Preserve your ess turned off. Let's see here, see. So I'm just trying to, like, make this look a bit more interesting. Maybe move it down. There we go. So just imagine it like this. Then basically how it will look like is if we move it up and just rotate it, where's my stalk? Oh, there it is. If we move it up and rotate it, it would just kind of like sit like this above the ground. There you go. So that's basically how it will look. What I'm going to do now is I'm just going to go ahead and I'm going to set my pivot from object to world, and I just want to basically give it all the same rotation. So if that is the stalk, let's rotate it like this. Same over. I'm going to rotate like this. I'm also going to give it a little rotation like this. There we go. Maybe you rotate it a little bit to the side. Now that we've done those pieces onto the next one. The next one would be that we select this piece and do Control B on it. A very low one, 0.1. So this is just for the stalk. So if we do that, maybe I can collapse this if I press preserve Vs and if I then go ahead and go to shift merge vertices merge to center, Okay, yeah, that still looks correct. So that saves me just like when you work at foliage, almost every polygon counts because we are going to place probably like two, 300 of these. So two, 300 times this, which you can see if you go to Windows. Where are you workspaces? No. I always forget where I can find this. Come on. Oh, display. It's in display, of course. Display heads up display, poly count. There we go. So yeah, here, you can see that right now, we have around these two around 35. So I want to twin and keep this below, like ten K. It might feel a lot, but it's going to be very large. So the one that we are going to make is going to cover a very large area. We'll see how it goes. We'll get as many polish as we need to get the quality that I want basically. The power power of game engines in general is that we can use a level of detail, which means that based upon distance, we can lower the resolution of a polish. So we can actually push quite a bit in here, as 0.05. 0.03 probably. Let's go for something like that. Okay, so we got these pieces done. Select this, press collapse, and turn of our preserve UVs. Okay, so the only thing that we need to do now is for this one. Let me just quickly orientation world, scale this out a little bit. And all I want to do for this is, let's see. Let's move these up a little bit more and then just select that edge. And just hold Shift and just move this down in only two segments. You will barely be able to see this edge. I'm just doing it just in case that we can see it because I don't want to just have everything feel like it's literally just floating. So just move and extrude this edge down like this. Now, once you've done that, all you're willing to do is just go into your UV editor and just select these two faces and just go to UV and do, for example, plan, something like that. Just something so that you can then go to your UV toolkit, unfold, unfold it, and straighten it. I said straighten it. Really? Okay, fine. Maya it doesn't always straighten if it doesn't like shell. I honestly doesn't matter. All we need to do is just make sure that it is in this area and then just go to your UV vertexes and just push it like this. This is all you really need. Maybe you want to go in And if you just go to UV also in here, just push this into, like, the green so that when I zoom in, it looks like this. Now, we can change the green color for this if it is needed. But honestly, I've made this one. I've made it like this before, and it looks very, you can barely be able to even see the stalk. Might have been a white since I've made it, so there's always like room for improvement, but we'll see. So let's go ahead and go to UV for these ones, plainer. Let's do a quick unfold. And just push these in here, maybe skull them down a little bit. There you go. So now we got this stuff, which from a distance, as you can see, looks totally fine. So we got to throw leaves. I'm just going to go ahead and save my scene at this point. And I will call this one foliage for you guys. There we go. And in the next chap, what we'll do is we will use a particle system in order to well, it's not really a particle system. It's called mesh inside of Maya. In order to place it in, like, a correct pattern, then we'll go ahead and we'll make some variations that they become smaller. The further they are on the edge. We will make the shape look very organic and then of course, get it all into real and see how it looks. So let's continue with that. 31. 30 Creating Our Ground Plant Part2: Okay, so now that we have our leaves, now what we're going to do is we are basically going to go ahead and we are going to scatter them on a plane. This means placing many different leaves on just like a surface, and then slightly changing positions, rotations to make it feel more organic and also changing the scaling. Now, for this surface, I don't just want to throw it on like a basic plane because then we would literally just get a square of leaves and we don't want that. We want to make it look a little bit more organic. So let's just create a plane, and let's scale it up. And depending on, so if the leaves are that big, let's go for probably something like this. Doesn't need to be super precise because you can just play around with scale. Yeah, there we go. And let's set the subdivisions, we probably only need five. Whoa. That's not normal. Let's try it again. I think something just went wrong and scaling. Let's first do subdivisions and then scaling, although I've never had that before. Let's try it again. There we go. Okay. Five is yeah, five should be fine. So we basically have this plane. Now, if you're just going to go ahead and just go to the top view, I'm just going to cut it up. So actually, you know what? I'm I'm going to scale this plane out a little bit. So cutting it up, I just want to get, like, a general shape. It doesn't it's by no means final yet. It's just me playing around with the shape. So we got, something like this, so it kind of flows off. And then over here at this side, I want to go for a fairly even shape, like you can see over here, because that's just the backside. Because we have a specific direction because all of these leaves are always pointing fairly much in a specific direction. That's why the backside will not be used as much. Like, we won't go around and, like, rotate it around too many times, but it will still be used, of course. So let's go ahead and delete it. But it will most likely be used in conjunction with the font site. So let's delete all of these pieces that now what we have is we have this random shape over here. I don't care about geometry. It's it's a throwaway shape. I just want to have it there so that we have something to scatter it on. So we got those pieces. Cool. Now the next thing that we're going to do is we need to go up here from modeling to FX. Now, if we grab, let's start with the first leaf. So we need to do two of these. If we grab the first leaf and go up here to mash, so mesh is the tool that we're going to use for scattering. What you want to do is you just want to simply press Create Mesh Network. So when you create the mesh network, you can see that it is duplicated a few times. Now, what we need to do with this mesh network. First of all, what we need to do is we need to click it and we need to go to mesh. Utilities and switch mesh geometry type. The reason you want to do this is because you want to turn these leaves into instances. If you do not do that, your scene will run quite a bit slower and scene will already, we are going to push quite a bit of stuff polis here. So just remember that. It's not so much the polis. It's the object amounts. So the polis are not as much, but if we have 1,000 different objects in our scene, then of course, it can become slow. So we click back on here on Mesh one, make sure that you have your outliner open and then turn on your attribute editor up here. So what do we want to do? First of all, let's go into mesh one distribute. And what's the distribution type to be a mesh. When you do that, I should have named my mesh. So let's select this mesh, and let's just go ahead and name this, Ground plane, for example, something like that so that I can actually differentiate it. Basically, in mesh, you want to middle click and drag your ground plane to your input mesh. And now what you can see happening is that they will be scattered around this input mesh. Okay, a few problems. Now, the first problem is going to be that they are, um, sunken into the ground. So if we go ahead and go to our mesh insensor up here, and just move this up. Let's not do too far. But remember, we are going to change the scaling, so we will still have some of them higher, some of them lower. So we will have transforms and scaling and everything. The next thing is the rotation. Now, I believe I can just go into the mesh incisor. No, wait, it was the mesh one. Where are you? Plane one. Sorry, plane one. It's hidden right now. But basically the plane one that is hidden, it is your original leaf. Now, if you just select it, you can actually change the rotation. So if I do this, here, see, I can just rotate it, and I just need to look at these pieces. So I'm just having the rotations that most of them will be pointed forward. Okay, so we have our base setup ready to go. Now that we have this, now we can start by playing around with this. First of all, number of points. If you set this to like 200, what you will see happening is we get a whole lot more leaves, and that's what we want. But remember, we are also going to have this one. So later on we run to duplicate our mesh one network, and we are also going to add this one to that. So have about half of what you want in here. So if I go for, actually, yeah, I think 200 is fine. Let's go for 200 for now. And then we can play with the rest. So we got this one. Should we do that now? I might want to do that now. If I go ahead and select this one, I can also go to Mash, create Mesh Network. I can once again Mash two. So it's all named correctly, so I can go Mash, utilities, switch geometry type, and then in Mash two, I can once again distribution. Mesh. Not mesh, but mesh. I can say it. Go to your ground plane and throw it into your input over here. Now, what will happen is that if we set this to what was it 200, they will be in the exact same location. This is because of because it's not truly randomized. So what we want to do basically is we want to go into mesh one to get started. Click on the original mesh node over here and grab a random node. If you click and then press art random node, this will add randomized everything. Now, one randomized thing that it does, it will go upwards. I do not want that. I think it is position Y over here. I want to move this only the tiniest bit. Like 0.05, for example, to still give it a little bit upward momentum because we do have that. But for the rest, you can just play around with your position X and your position. Do not worry that it goes off the plane because the way that we are going to work with it is it doesn't matter too much. And this is basically randomization. So what we can do is we can give a bit of rotation. Be careful with it. Don't do it too overboard. Like the Y rotation is probably the best one to randomize some Z rotation, and we can also do the same with the scaling. Now, the scaling, if I set this up, it will only go bigger. However, if I turn off absolute scale and turn on uniform scale, what it will do is it will keep it uniform, but it is able to create both bigger and smaller pieces. We will play around with scaling in a different way later on, don't worry. And the random seat is the one that will give us the option to not have them in the exact same location as the rest. So we got this stuff. You can also set the transfer space to local if you want. I'm going to stick to world because I want to have it focused on the world and not just on the localized leaves. So we got this very basic stuff over here. Now, what we want to do is we want to go ahead and we want to go into Mesh two over here. Add a random note. And I'm just going to go ahead and I'm going to set the position to 0.05 was it. And let's see how much we want to play around with these. So these ones, they are dead leaves. So what I'm actually going to do is in the mesh two dist root, set them to probably like let's say 150 just because the leaves are a little bit different and they are a little bit more obvious to see because you can see the shape is more obvious. Oh, Mesh two. Hey, I switch utility switch. Oh, sorry, I need to press mesh two. That's why. Utilities. It's funny because you need to press Mesh two, but then it will change the mesh instanter. Anyway, move it up. That was what I was missing. So we need to move this up. And direction wise, I'm not sure if it is. Oh, yeah, so, wow. That's bad that I missed that. Anyway, that's now fixed. What I was saying is going to the mesh random. Play around a little bit with your rotation and scaling and turn off absolute scale and turn on uniform scale. There we go. Now we can just play around with this. Okay, so we got these pieces over here. You can play around your random seat. That is pretty good. So first things first that I notice now is that we need way more pieces. Let's go into mesh one in the distribute and sets like 400. Let's go into mesh two sets to 200. So the cool thing is that with this, what we can do later on is I can also paint in meshes, so I can paint in more and I can also change the scaling based upon the painting. The power of that is that if you look over here at As, they are often much smaller on the outside compared to when we arrive in, like, the much denser areas. And that is something that we can use to our advantage. So we got this stuff over here now, which it's starting to look pretty cool. What I want to do now is I want to go into my mesh one, and I think the random, the random is all fine. Let's go in here and you want to press a placer note. Add the placer note. And basically, what we also want to do is we also want to go into Mesh one and we want to add a merge note. I think I want to move the merge. Yeah, wait. Let's delete that. I'm not sure. Let's delete the placer. Okay. Merge. Okay, now, for some reason, I thought that it might be that the position of it might change, but it looks like that it doesn't do that. Sorry. What I mean is that the order matters. I thought that the order matters, but it looks like that it doesn't basically, in your Mesh one merge, you just want the middle click, Mesh two, and drag it into your child load. Now, this is now merged together, and it just makes it easier for us having it all in one graph over here. And that's why it doesn't matter because it's not literally merging it as if we press combine. It's just placing it all in the same graph. So mesh one placer. Let's go ahead and click on art and then what you can do is when you start dragging, you can see that this happens. So we just add some leaves. Now, the random rotation, unfortunately, the rotation for these are still not in the right direction. But let's go into our random rotation wine. Set like 90 There we go. So no rotation 90, so we give it some rotation. And basically, in some of these areas, you can simply click and you can just fill it in whenever you want. Now, this is not why I actually used the placer. This is just like a little bonus because it's just handy if you missed some areas to just place it because we want to go for quite a dense area. The reason that I want to use the plaser is because if we grab the placer, hold Control, yes, hold control. Very careful. It's very sensitive, but you can scale. So here you can see that I can scale these small piece down. You don't want to scale too much because then they will invert. There is a point where they will invert into each other. Now, if your whole shift, you can scale up. So I can carefully just click and I can scale up. In these areas, I can just scale them up. And then what we get is we get this transition between very large, that might be a little bit too large. But basically, we get this transition between very large pieces. Very small pieces. So we can do the same over here. And that will also make the further we go inwards, the more denser it feels. It's not actually denser, but just because of the scaling, it feels denser. Now, if I now go to mesh two over here. Did my merge now just appear? Oh, no, there you are. Mesh two over here. I want to go and want to also press a placer over here. So mesh two placer, we want to basically do the same where we just go ahead and we can hold control because some of these pieces. Unfortunately, the placer, you cannot do them at the same time. There is a way that you can do it, which means, but then you would need to draw all of this stuff in by hand, and then you can add multiple models, but I do not like doing that. Set ran rotation to 90. I do not like doing that. So also sometimes there's trouble registering. Come on, you can do it. There you go. Sometimes I had trouble registering my shortcuts. So when I press shift, I sometimes need to click on art again, even though it is already turned on, just to add it a little bit more. But basically, I hope that you get the general idea. So basically, what we can do with this is we can play around with it. We can place a few pieces where needed, stuff like that. And then we can just see how it looks. Now, I believe that I can grab my plane and hide it. I'm not 100% sure, but let's press H. Okay, yes, so I can grab my plane and hide it. And then, it sometimes just makes it a little bit easier for me to see how this looks. So we got this stuff now. Now the next thing that we want to do is we want to go ahead and we want to have some vertical scaling. So right now everything it's perfectly flat. I want to actually have also some vertical scaling. And the way that I tend to do that is for these pieces over here, because I feel like that in here. In the place, it doesn't really work as well to do it there. What I like to do is I like to basically do this. Mash, utilities, bake insets object. Thank you. That's the one that I want. And basically what I want to do with this is I just want to go ahead and just press bake this frame. And what this will do is it will turn it all into its own unique objects. So it might take a second, but the goal is that we can then do some selecting. So we got these pieces. Oh, actually, you know what? I don't even need this backup. Let's just delete this because I can just do this. Mash, utilities, bakes objects. Bake this frame. So we got this one. Now, something I do not something I need to do is I need to press H because right now, what it is doing it is displaying two instances on top of each other. So if we press H to just hide that for now. So that's what I want to do. I want to add these to my mesh backup. Didn't I just didn't need to duplicate them. But basically, now we have all of these pieces. Now, I guess if I just go ahead and just display hide show Show selection. I just want to add it here. There we go. So I'm just going to add my ground plane so that I have a little bit more reference. But basically, the idea is this. I have my instanter objects. I can go ahead and I can now, for example, Cub. Let's say cub like a bunch of them. Now, I do have the bonus tools. So we have these bonus tools over here. And I can remember that there is something in there. I'll show you where I get these bonus tools. Modeling, but there is something that is called selection or transform randomizer. Here randomized transform. So they are in here. Okay, I might use that. I will show you how I got these. So the bonus tools, they are not included in Maya, but they are made by Oodsk. So if you go to Google and literally type in Maya bonus tools, you can find on the very first link the Odesk Maya bonus tools. They are on the Odesk app store. So these tools are part of Maya. You can just download and install them. So all the information is on here. Basically, what this tool will do is I will show you two ways. So the first way that you can just, like, add some randomized scaling is the old school was select something and then just go in and just like randomize clicking like this to unselect pieces. Then once you've done that for a few minutes, you just simply want to go ahead and you want to scale this up a little bit and maybe move it up. That will give you some randomized scaling. However, we can literally automate this, or what I can do is let's say go up here to your lesser tool and I'm just going to only randomize, let's say, these pieces over here. Oh, God, that is, of course, very I forgot that these are a lot of models. With other words, it will probably not like me selecting, it doesn't like me selecting this many models. So let me just quickly pass the video. Okay, so it saved it. So basically, because it's trying to select like 500 objects at the same time and then do a function on them, it does not like that. So what I tend to do then, I can't wait until I get my more powerful PC, it's on its way. I'm just going to select, like parts of this, and hopefully that should work a little bit better. So it will still be quite slow for me. But what I will do with power of editing is I will just every time pass whenever it's selecting. Oh, unlike this time, this time it doesn't need to do that. So with this, what I can do is, Oh, we have quite a bit of history in here. I might want to just go ahead and just quickly go to edit, delete alba type and and history because that might actually make my scene a little bit faster. So anyway, the goal is for me to now go to my bonus tools, go to modify and go to randomized transforms Advanced. Come on, Maya. You can do it. Thank you. So randomized transforms advanced. And basically what you want to do is you want to go to your scaling only and multiply your xs over here on the Y scale to 1.5. Let's do 1.5. And maybe multiply X on 1.2 without translate. Let's go ahead and let's see how is that? Oh, wait. We want to set the multiply axis over here to zero and zero, and then just play around with your scaling. Okay, so getting there, these multiplies also zero to zero because I only care about, that is sensitive. That's really sensitive. I only care about the up and down. 0.0. Okay, it's not that sensive. 0.1. Okay, let's see. Can I play around with my scale a little bit more? So I can play around to the scale a little bit more. I just need to be careful that it doesn't look too blocky. So we got this star over here. Let's go ahead and select this area over here. Here we go. And reload selection. And then what you want to do is you just want to go ahead and you want to once again 01.2. We can now just play around to this scale also and 0.1 in this transform. Here, see? So we can just get some more variation here. Now, if I now go and just select like a thin strip down here, we can hopefully, push this thin strip even more up so that we get a little bit more variation. And else I might push some more pieces in the dense areas up because you won't really be able to see that they are floating anyway. So let's try this reload selection, zero and zero and just 1.5. Okay. I'm just going to push the transform up. So 0.3. Set this to two. There we go. So I want to push this out maybe three. I want to push this out quite a bit higher. Okay. Because it's also pushing it down, of course. That's the thing with randomized with it being randomized, I will push it two ways. So if we set this back to one, what I might want to do is, let's see. Yeah, I guess what I can do is I can go ahead and I can literally just, like, push it up a bit more and push this down a little bit more. I'm just going to height yeah, I'm just going to hide my frame. Okay, so we got this stuff if I now go to my lesser tool, I just let's see. Let's select smaller patches over here. So we're going to do this in a few ways to get I just need to get some height variation in there just to make it look a little bit more interesting. So I deselect it. There we go. So this one, scale it maybe push it up a bit more because in these areas, it will be very difficult to even see that stuff is floating just because there are so much stuff going on, and I'm going to use that to my advantage to sometimes have areas where I can just go ahead and just push it up and make it floating. And then after we've done this, what we can do is we can just polish our shape a little bit where it is needed by literally just cutting out some pieces, but it's actually looking pretty spot on. So let's just, let's do stuff like this. If you ever see floating, just like that's why I do this. But honestly, when we look at it inside of unreal engine, then we probably get like a better sense. So sometimes elsa may be good if you just literally clone it a few times. And what I will also do, I will also make like a gowd plane that has, like, vines on it because I need to make the plane anyway for my IV, but I can also use that in here, but that's something that I want to do after we've done this, so it will become a little bit later. Okay, so we got this stuff over here. Um, I'm not sure, maybe we want to, like, thin out some of these areas simply by selecting a couple pieces here and there and just pressing the lead on them. Just make things a little bit thinner and not so stacked on top of each other. So it's mostly because this outside ring is the one that we can really see. So that's where I just want to put my focus a little bit more. So let's say we got something like this. Now, I'm not sure if this is going to be too dense. It's something that we will need to just check it out inside of Unreal Engine. But if we just have a look like this or look at this, this is looking pretty nice. This is looking pretty good. So what I'm going to do is I'm just going to go ahead and these pieces over here. I'm going to, um I let's make a backup as a file because I know if I try to make a backup in my layer, it will just break. So if I do a safe scenes, foliage underscore, backup, there we go. That's what I tend to do when I know that MPC is not strong enough. And then if we just quickly go ahead and just open the original foliage file. And the reason that I want to do this is because here, you can even see how long it takes to just open it up. Here we go. Oh, of course. That's not very smart of me. I forgot to save before I actually did a save as. So I can just go over here, and I just need to do a saves on my backup file and just overwrite the foliage file. So that is this latest. But anyway, the goal is that now that we have these pieces, what we need to do is we need to go ahead and we need to combine them. So I think what I'm going to do, I'm just going to do a long selection. It might take me like a minute before or not. Never mind. That's weird. Okay, it's select this right away. In that case, just press Combine. There you go. And now because you have press combine, now it is one very easy to work with shape because it's only 14,000 poles or 15,000 twists. So it's very easy to work with that. Remember, we are going to use level of detail. It will be or it will be 15,000 twist at this distance. But when we move out, it will probably go to, like, 7,000, 2000, 10000. That's how level of detail works. The further distance away, the better it works. So we got this stuff over here. Now what we can do is we can go ahead and we can export it to preview it inside of Unreal engine. So in our folder as an FBX file, I'm going to call this grounds plant underscore A Export. There we go. And now if we just go ahead and we go inside of Unreal Engine over here. So here we are in our scene. All I need to do now is I need to go to assets and I'm just going to create a new folder called foliage. And in here, where are you? Ground plan A, I'm just looking at it for there you are. Crowns plant A, import that. I don't need to scale the mesh, turn it off, generate missing collision. I don't need collision, it's foliage, turn that off and everything else, it's still correct from last time. So scaling 100, we don't need UVs and make sure that combined message is on. Oh, no, wait, because we combine the inside of Mo. Technically, it doesn't matter. But basically, we have this stuff in here. That is great. So let's input that. Maybe it's a little bit big, but that's no problem. Let's for now delete it. I'm going to work on the scale. First of all, I need to actually get a material so that I can display it. So if we go to textures, create a new folder that we call foliage. In this folder, I will create a new folder that I will ground, underscore plant. And in here, remember those textures that we created. So we can now go ahead and just go to foliage, ground plant A. And here we go. So actually, I only need my base color on normal and roughness because we have the Alpha in here. Throw this in here. Let's open up the norm map. So normap is an open GL, so just quickly press flip green channel in order to have it in the right direction. And now we're going to work on our material. Now, our foliage material is actually going to be fairly easy. So we just want to create a new material that we'll call foliage. And actually, let's make a new folder. That we call foliage and just in this material, just drag it in there. Where are you? Foliage is dragging into the foliage folder. Let's move here. There we go. So let's open this up, and let's give this a go. What we want to do is we need if we just import it, ground plants, we need these three pieces over here. Let's input those. And we want to have our base color in the RGB, our Alpha into the opacie. It's still grade out because that's we need to set some settings, our normal into our normal and our roughness into our roughness. Now, if we go into our foliage, we want to go ahead and we want to go ahead and set the surface, sorry, the blend mode to translucent and the shading model to be two sided foliage. And also, I always tend to just press two sided on also so that we don't have any back facing. We can just preview both sides. Now, there's one last thing that we need to do. We need a subsurface color. Subsurface color is basically when the sun is shining on the foliage, it will be slightly transparent. So you'll be slightly able to see through it, and that's basically what you want. Actually, now I look at this, I actually need to go for a blend mode that is masked. And the reason I want mask is because else I can literally see through. So let's just plug this into mask. There we go, so that we cannot actually see through the leaf. That's what the subsurface color is for. So make sure that the blend mode is massed, not translucent. I was thinking of decals. So for the color, we are going to make this quite easy. All we need to do is we need a constant t vector. And you just want to go ahead and convert to perimeter, sub underscore color. And make this like a very light green color for now, bit more of like a green, yellowish color. We can play around with this later on. Now, once we've done that, we can go ahead and add a multiply, and we simply want to multiply this color using a scalar parameter. You can also use your shortcut ads and just call this sub underscore intensity. Throw this into the multiply and just set this to one and throw this into your subsurface color. So what will happen is it will pick this color, and then we can set the intensity, and based upon that, we can create something. So if we look at this, yeah, I probably want to go ahead and set this to zero. I might want to actually multiply this with this piece, but let's just try it out. I might want to multiply it with my base color that might look a lot better, but we'll see. First of all, I just want to get something in here. So we have this stuff now. If we go into our foliage, we can create a material instance from our foliage and just call this ground plant. A, here we go. So it will have this stuff in here. Now all we need to do is go into assets and foliage. Let's open up a ground plant. And let's get started by assigning our ground plant A. There we go. Now we can see our plans. And now the next thing that we need to do is, I think I need to set my scaling, my import scale to around 50. So there we go, and then press reimport. B looks like that. It's because I didn't use human character. That's my bad. But basically, if we now import this, and rotate it. This is what we get. So let's have a look at this. I think we need to scale this or move this down a little bit. I will go ahead and I will fix the scaling after this. But basically, now we have these plants over here. So it is starting to look pretty nice. We got some nice reflections. It's just that the subsurface scattering isn't really working the way that I wanted to. So I'm just going to go ahead and let's open up ground plant A, and let's just play around with that a little bit more. We are quite a bit over time, so sorry about that. I will go ahead and just here, see if we just set this up. Okay. So yeah, right now, the color is too plain. If we just go into our foliage and if we do it this way, if we grab a multiply and grab our base color over here, subsurface color in the top, and throw this into our multiply, hopefully that will give us a bit of better result because we then get some of the detail that we have in our original foliage. So let's see how that looks. Yeah, see here, that looks quite a bit better. So we get some detail, but we can still play out with the color bit. If we want to make it a little bit greenish or yellowish, that will work a lot better. It will also work even better if I show you, see? That's what I mean with the subsurface color that shows that it shows through your leaves. So here now you're like a little mouse or something like that. Okay, so we got that. So it is looking pretty good. One strange thing that I noticed is that they are not pointing in the direction that we originally had. So something must have gone a little bit wrong with our transforms. So if we just quickly switch back to, for some reason, my task bad doesn't work, there we go. If we quickly switch back to Maya, Oh, yeah, I see here. So yeah, they are definitely in the wrong direction, so I must have just missed it. It's not very difficult. So if we just go ahead and go open scene and just open up our backup scene, and this is why we did the backup so that we have our original incisor objects before we merge them together. All we really need to do is we need to select them. I can't remember. I've had this like once before. Go to rotate, and then in your tool settings, set your axis to object or make sure that it is set to object, and then simply rotate this. Around here. There we go. So they are rotated, they should be rotated correctly. There will be still some pieces that are rotated won. However, these pieces I remember how we like the placer, and the placer does randomized rotation. So all I care about is if they are very close, I would say. Come on. Wow, we can't even select this one. If they are very close, the outside just quickly, rotate them back. It's like, stuff like this. Like, there will be some random rotations still happening. But, although these ones are more than I thought, but shouldn't matter too much. Yeah, I only care about it on the outside on the very outside, like, okay, maybe this one, but for the rest, oh, I care about this stuff because I'm just trying to get some quick, nice foliage in here. And if you want in your own time, you can make it, of course, absolutely perfect. That's no problem metal. The way that I'm doing it, we already saved a lot of time compared to other ways, which there are many more weights, which are quite a bit slower. I've seen people literally placing them by hand, even and stuff like that, which it's more like I'm giving up control, and in return, I get, like, some more speed. That's basically how you can see this. But anyway, let's do this. Now, let's go ahead and just select it all and let's do, like, a quick combine. Over here, give that a second. There we go. And don't forget I just want to do a safe Cs, and I want to save this as my original foliage again. So now that should be fixed. Let's just do a quick reexport. So this is going to be Crown plant A. So we're simply going to reexport that. And then if we simply go inside of Unreal engine, we can just we click reimport. There we go. That looks a lot more logical. Okay, so that would be probably the first part of this course. What we'll do is, I mean, for this part. So in the next part, what we'll do is we will create more of our foliage, and I will also go ahead and I will create like a plane that has that veins and everything sitting below here. But that's going to be thing. And basically, what it will do is it will take care of some of these more empty pieces that we have over here. Once we combine that with dirt and grass and everything, all these empty piece stitch here will be nicely filled up with more extra foliage, stuff like this. And for example, I can, like, um, yeah, I can show you from our camera angle how it would look. So if I move this forward, it's like an extra thing. Yeah, you can move forward. So, you can see that from our original camera angle, once we have something like this, and if we set our, for example, screen resolution to 200, they can see that here. We can very nicely, we can start duplicating this. We can start, like, rotating this and just changing things out. And, of course, it feels very empty right now, but just imagine there being like a bunch of extra pieces of foliage on top of that, which we will start working on next. Okay, so that is a nice, quick way to create ground plants like this. And yeah, in the next chapter, what we will do is we will most likely we might do a little bit of extra polishing, but else we will continue with these bushes over here, and after that, we'll continue with the grass. So let's go ahead and continue with that stuff. 32. 31 Creating Our Bush Plant Part1: Okay, so we now have a pretty decent looking bland. Of course, there's still bunch of stuff that we need to do, but like balancing and everything, and of course, the veins. But what I want to do before we move on to the next one is I simply want to go into Maya, and let's see, so we have this one. So let's just add a new layer that I will call plant underscore A, for example, and just artist. And then what I want to do is I just want to go ahead and I want to just, duplicate that and might take a second because it's quite a bit. There we go. So now we can turn off plant A and just call this one plant under scope B. And I basically just want to grab a few of the smaller front ones, and then we are just going to scale those down. So if we just go ahead and oh, sorry, I'm thinking about three years Max, there we go. Okay. There we go. Sorry, by that, I messed up all my shortcuts. So I'm going to go ahead and grab, for example, like, let's say, grab all of this. And then you just go to Select, and I just want to go ahead and go to Where are you Select? I forgot that I can just grow the selection. So yeah, you can find it in here, so grow, but I just tend to press Shift and then with the plus sign. And then basically it will just grow until we have everything selected like this. Then we can just go ahead and press Control Shift I to invert selection, delete all that stuff. And now, basically what I'm going to do with these pieces is I'm just going to go ahead and I'm going to go in and just double click a bunch of times to reduce this. There are probably many plug ins that you can find online, and that's probably what I would normally do if I need to do this for a lot of times. But in this case, because it's editorial and it doesn't take too long, I'm just going to basically double click and then just press the lead. And this is just once again to reduce the amount of pieces that we have so that we can scale them down. Let's do maybe a few more over here. It's because we have quite a bit of pieces overlapping in that area. Yeah, there we go let you do the trick. So we got this stuff over here. I'm just going to go ahead and I'm going to delete my history, go into tool settings and just reset your pivot so that it is in the center, and you just want to go ahead and scale this down quite a bit like this. Let's move this back into the center over here and export this. Export selection, ground plan A. That's why we say underscore A and Onscoe B because I only decided this a minute ago that I wanted to do this. So ground plan B, if we just go ahead and import this The reason I want to do this is to just fill up some of these empty areas over here with, like, much smaller pieces. So if I just go ahead and open this up because nice thing is that we can just reuse all of our materials and everything. Later on, we will also set LOD. But first, I want to just get all of my foliage. Here we go. And now if we just go ahead and go into foliage, they are floating now. I'm not sure if they're floating because of the rain or if it's No, I think they might be floating because of this. I might want to export them. Let's see if that is most likely. So yeah, here, see, so that is the problem. Okay, I scaled this stuff down. So I scale this down to 0.8. If I just go ahead and just make the scaling correct wide away. So we got this one. You know what? I'm just going to re drag it in so that I can just adjust this a little bit. I think because we were over time last time, I think it was a little bit too hasty with it, so I can just as well fix it again now. So we got this one over here. I want to move this down quite a bit and export this. Here we go. Let's re input this again. Okay, that should be fine. Now if I just go ahead and I'm going to set my size probably to around 30 and just reimport. You know what I'm going to make. I'm going to set it a little bit higher. I feel like, if I just go ahead and go for a side view, you see, I feel like it was just a little bit too low. Yeah, at this point, you might have guessed that I often change my mind just after doing something. It's just a quirk that I have. So there we go. That should do the twick like we can make it lower if we need to. So basically, we have this one, and this would be a place like this. Now we have this one over here, which I would then also like rotate, but this one needs to go way smaller. So from 100, this one's going to be like 20 re import. It's 20 enough. I might want to go a little bit. I might want to go to 30. Let's do 25, Let's do 25. There we go. And this is basically it's like a handy plan to place like only a few times. If we want to fill up some space over here, for example, or we want to just just increase the smaller bits that we have over here so you can do stuff like this. But it's also great if we want to have it next to an edge, for example. So, for example, because this is going to be like my little prototype that we're going to use when we are playing around with everything. So let's say that we have, something like this. There we go. Okay, so we got these few pieces. I just want to go to my camera actor. Whoa. That's How did it get over there? Let's try it again. Okay, that's just silly. Come on. Give me I feel like the scaling is way off now. I feel like I want to make everything quite a bit bigger. I think I've been looking at it from too close up. So sorry about that. I think I want to actually set this back to like 40. So let's go for 40 and let's go for 35 for this one. He should still keep the same position. And also, good twig, is if you go down here and go from layouts and select two planes, what you can do is you can set one of them to be your camera actor and just, sets to be like a perspective. There we go. The other one you can use for the actual movement. So what I can do is I can, can make this a little bit bigger, and I can say, Okay, I want turn off, turn on real time so that you can actually see the movement. And I want to just for example, move this over here and then duplicate one of these. And I think I'm going to spill it out into the road a bit more so I'm just going to rotate it a little bit, do something like this. Then maybe like one of these really small bits. Over here, which we need to move out a bit more anyway. And then we go, like places a little bit here, for example. Or have it sticking out more over here. There we go. For now, let you do the twi. So let's work with this if I set my layouts back to one. Yeah, there we go. So we can work with this. So I think it's best if we now just continue with the next one. So let's save Racine. We are now going to go ahead and we are going to start working on a Bosch, like you can see over here. Now, once again, we just need to go ahead and we need to find correct leaves for this. So I feel like going with textis.com. So what I'm going to do is I'm just going to go ahead and I'm going to let's see. Quite soft leaves, they are. So big and soft. So let's set this to leaves. And let's have a look. This one we can probably use for the tall grass later on, so let's keep that one in mind. But yeah. This one could be close. Actually, this one. This one might be better, actually, because it just see it has like little the pointiness to it. So let's go for this one. Yeah. I think that's the one that I want to do. So I'm just going to go ahead and I'm going to download the base color, normal roughness of and because I can also the translucency. And I'm just dragging all of these into our folder. Now, this time, we are going to use Speed tree, which again, it's just like a different program, but speed tree is very powerful. We will use Speed tree for most of the foliage. So I will just go ahead and load it up. Here we go. So Speed Tree is a foliage creation program. It's very powerful. It's being used in many games and many movies. Everything from D division, Forza Horizon, I believe, in games, but also things like Jungle Book and the lion king, I believe, also, for example, as in movies. So Speedtr has a lot of settings. I will say that upfront. So there might be like, quite a bit of back and forth to get exactly what you want. But let's just jump in. We are going to start with just creating a Bush now, your first instinct or my first instinct would be to just create a circular bush that I can use in every single way. However, because this is a very specific scene, what I actually like to do is I actually like to create like a semi bosch. So I just create like half a bush basically that is slightly tilted forward, which can give me all of these effects like it's tilting forward. And because it's slightly bigger than half a circle, which means that I can create very sharp cuts when I rotate it down. And I found that that works quite nicely. So in order to create something like that, let's get started. Basically, we just want to go ahead and go file and new, and I'm just going to go for a blank scene over here. So, a blank scene. Speed the movement is a little bit different. So you can want to move around rotating with your left mouse button, a middle mouse button pending, and then just using your scroll wheel. That's basically all the movement you need. It's not so much as like a tweety program. So Speed tree uses a node setup, which I guess that you can be a little bit more comfortable with because of substance. Now, the first thing that we need to do we need to go ahead and it's almost like a real tree, the way that we are going to make it. We need to create branches. And once we have those branches, we can apply leaves to them. And once we have done the leaves, we can also apply some extra flowers to them, which I will also get. So that's a general idea. Main takeaways from this flow or the leaves become smaller at the tops at the tips. I want to try and also capture that. We need to make our leaves quite a bit big to also like the density over here. The actual branches will become smaller at the base on the outside so that you get the smaller branches, and then the bigger the plant grows, the longer the branches become, and also everything has a little bit of a tilt to it, or at least that's what I'm going to give it because it's very specific to what I need. So if we go if we go to Speed tree and click on the tree, you want the right click, geometry to select it, and here you can find all of your settings. There is a lot. It's so much to cover. I can make a 20 hour tutorial on Speed tree, and I would still not cover everything. So I'm going to go ahead and I'm going to simply grab a trunk. So we are going to use a trunk. But instead of it being like a tree trunk because we are going to create entire trees into this later on, we are going to use this just as branches. So, because these are branches, I need to go ahead, and first of all, I want to have all your settings. Now, if you do not see these settings, make sure that you do not accidentally click on one of these. If you click on one of these, you will get all of these settings in, like, their own little view. I will try to use it, but I personally, I am used to just scrolling down because then I know exactly where everything is. So having these pieces, first things first is, let's go down here to generation and shared. And here you have the size scalar. This is basically just the overall size of your branch. So I want to make this quite a bit smaller because, of course, I just want to have this like a thin branch. Now the next thing would be that I need to scroll down, and here we have segments. Segment is geometry. I want to set my radio segment all the way down. This needs to become a very optimized here. Just set it all the way down, both to zero because this branch is not important. It's so thin once we are done with it that you won't even be able to really see that it has any geometry. Now what we need to do is we need to scroll down to spine. Oh, no, so a bit later. Skin. So we need to scroll down to skin. And here we have the radius. So it's also up here in skin. Here we have the radius which you can then tone down. So we want to make this very thin, see? So that's number one. We now have a very thin branch. What we can do is if we go back to, over here, we have the absolute. So the absolute is just the overall number of pieces that you want and the rotations that they have. If I start just clicking and dragging the number up, you can see that I can quickly create, for example, 70 different branches. Now, of course, these branches right now, they look a little bit silly because they're just sitting here all in one piece. What we want to do is I tend to always often you will see me just playing ground with settings like this where I just move them unless I say that we really need it, technically, you can do the same thing, but you don't have to because it's literally me just seeing if I happen to find something nice. This one is important. So we have these shared boundaries. If we set a last up, what you can see is that we can, like, increase this. So this way is if you want to create more trees. We can use it to our advantage by making our base a little bit thicker. And now all that we need to do is we just have all these bunches. We just need to try and make them go outwards. So if I scroll down even more, we can go to the next part. So we've done the segments length over here. So we have our length, which you can see is just a simple length. Now, one thing that is very powerful inside of speedre is over here, this little graph. Every little setting has a graph next to it. Now, often we can use these graphs to also create variation. So if we, for example, double click on it and move this down, what you will see is that it will randomize the lengths. This is because it will look at the graph, and based upon that, here, if I set another one just by double clicking, it can randomize the lengths. The cool thing about this is also that I can later on, but I need to have a better look for that because right now everything is crammed together. I can also make it so that the branches on the outside are smaller than the ones on the inside. I believe that is like the plus radius one that you want to play around with, but I'm not 100% sure, so I need to check that later on. Basically, we now have some different lengths. Great. Orientation. Orientation is quite nice. So you have a start angle, and the start angle is actually pretty good if you just want to give it already a little bit of a bend going on. You have the alignment. Alignment, it doesn't often do much in this specific case. You have the role in which you can rotate around your branches. Now, if we go down shape, I don't gravity, we can give it already a little bit of the bending, which you can see over here. So that is quite nice. Thanks, I believe that this is just setting, at what point do you want the gravity to start? And if you then Oh, yeah, see here. So it's a bit of a balance to find. So I'm going to go probably for something like this to get started with. Straightness. Oh, that adds that just adds some jumtry. As I said before, there are so many settings. I often just play around with the settings because there's just too much for me to remember every single thing. Part often doesn't do much. Noise. Noise is pretty cool. Noise we'll add stuff like this. It will literally just add noise to your jom tree which can break things up a little bit. We are slowly getting there. But of course, right now over here, it's very there's almost nothing here, so we probably do want to now play around with the scaling now that we have this. You have some turbulence in noise, which we just give you some turbulence. Late. It's a bit difficult to see. I think it just pushes things out a little bit, but I can't see too much. Break is pretty cool. So break randomly breaks off some of your pieces. That could be nice for some variation. It's also very nice. In tees, it is used to just break off like a branch here and there sometimes. Let's see, skin, radius. Maybe if I just go ahead and just play around with my radius and set a few different radiuses by going into my graph. There we go. So we just get a few different radiuses. For the rest, all this stuff, I don't I think we are now at a point where we don't need much of this. Okay, so we got these pieces. Now what I want to do is I just want to see if I can get some of these to go lower. Now, there is one that I do know, but I don't really like to use. It's a sink. So you have the sink over here. But what you can do is you can, like, set the sink. We are going to use this technique later. All right, yeah. So we can use this technique later on. And basically, we can move it closer together, and then we would just cut it off here. But it's a last resort for me. So I first want to see if I can change the length. The reason why I'm a bit worried about the length on the outside is because sometimes it does squashes things down a little bit. So if I go, sorry, that's miss segments. So let's go in spine, spine. So I need to set plus from radius. I believe if I set my plus from radius, no, I don't want to set that one. Let's see which because I'm not sure. So the thing is that these ones over here, they are more random, so to speak. We can move them down, as you can see, so we can move them down. But I'm not sure how much I want to do that. I think we should get some leaves in here before I can really see what I want to get out of this because the length, it does look fine. I just want to make sure that they have enough leaves in this area and I have a few different tricks, of course, on how to get that effect. So for now, let's just try and get some leaves in. So the way that you want to do this on this one, we can already have the leaves right away on these trunks. So we can right click Add geometry and add a leaf mesh. Now, this will just add a bunch of leaves over here. If you want, you can even go into already your generation, just set the number up. And then what you can do is you can scroll down and remember in generation scalar, the size scalar. Yeah, if you set the big, you can imagine what I mean with that we can make this look quite dense, but yeah, it needs to look much more dense. So basically having this piece. Now, these leaves, we now need to go ahead and we need to import our textures. Up here, we have these windows. We have materials, and we have meshes. Those are the two important ones. If we go to materials, we want to press the plus minus sign and create a new material, it's called leaf underscore A. Press okay. Now what you can do is you can start by dragging your color will receive the albedo, your opacity will receive the Alpha, normal, will receive the normal, gloss will receive the roughness, and subsurface will receive the translucency. Of course, most of these are not too important in this program, but it's just nice to have. Now that we've done that, we need to create a mesh for our leaf. If we go to meshes and then go ahead and press Edit just when it sets none, we get this view. So this view, the very cool thing about this is that we can literally just click on the red buttons over here. And we can just create a layout for our leaves. Now, if you want to create another red point, for example, you just simply click on the line, and then you will create another one, just like this. Now the next thing is that we need to set the angle of our leaf. Over here, we have the angle, and you can see that that rotates the orange point, and then you can simply grab the orange point and set it roughly to the angle of your leaf like this. Then don't forget in order to save this, you just want to go ahead and press this arrow button to set this to your high, medium and low. These are your ODs. However, we will not use the ODs for stuff like this in this specific way because they are already very low resolution. Then you can just click outside of your mesh. And now, if you go to Materials, you can simply dig this here. See? And now it will showcase those leaves that we have just created. Now, based upon that, I can see that we still have a long way to go, but don't worry about that. The first thing I'm going to do is I'm going to play around with my scalar with my size scalar. I don't like the way that it's working right now. So you have different generation modes. For example, you have classic proportional and absolute are the biggest one. I tend to just first of all, try classic because classic often rotates your leaves around a point. But I do like to always also try proportional. Proportional also does a pretty good job. And yeah, absolutely we just had. So proportional does often have a little bit more settings. So let's say we set proportional and we set the number to 100 for now. Now, this will look very silly right now, but we still need to work on that. There's one last thing that I will do before I will close this chapter and we continue to the next one. And that is that the leaves right now, they are all on the wong rotation because I want to have my leaves sitting on like a flat rotation. Now if we just go ahead and go to, let's see, skin that's why I use the Al button because over here, I can just scroll down and I can see it. So we need to go to final adjustments over here. And then we want to go ahead and I believe it is the right. Yes, the right. We just want to go ahead and just move those out. Once again, they're perfectly straight. So we later on I going to, for example, work with, like, the warping over here, the folding, you know, deformation, curling we can play around with twisting we can play around with to make them look a lot more organic. And yeah, so in general, there's a lot of stuff that we need to work on because right now it just looks plain silly. So let's go ahead and continue with that stuff in the next chapter, and I'm just going to set it to two sided just so that we can see it. So yeah, let's continue with this in the ne 33. 32 Creating Our Bush Plant Part2: Okay, so let's continue with this. So right now, yes, it looks very silly. That's something we will work on. The first thing I want to do is I just want to go back to my trunk, and I was going to make this like a semicircle. The way that I can do this is I can set my sweep over here. But one thing I notice is why it also looks quite silly because they are too close together. So my sweep over here in generation here, it will basically just set like a general direction. That's what I mean with setting it at a certain location. You can also play with your role, and that will just change the entire direction. But if you just go down to the last and just set this out a little bit more, see, so this will just create a bit of a bigger base. Now, it looks like that our trunk is also too thick, so let's scroll all the way down to skin. Where are you here? Set the radius to be quite a bit lower. Don't set it too low because then it cannot generate the leaves. But let's start with something like this. And I probably also want to go ahead and I want to probably reduce my length because it looks like the length changes are not as intense. So if we scroll up to spine and here in our length, let's just go ahead and here, reduce this. That is that is not too over the top. As you can see over here. There we go. So, oh, it's time to already get quite big all of a sudden. Let's call up. Let's set our sweep a little bit higher. And let's set actually our number down to probably like 60, maybe 50. Because we simply don't need this many. 40. Yeah, let's start with 40 and play around with my sweep one more time. There we go. So I end up with like 0.53, something like that. Okay, leaves. So for our leaves, what we want to do with this is we want to first of all, play with our first and last. So I want to go ahead and I want to get, like, most of my leaves in the tops. You can do this by setting your last a little bit higher over here, as you can see over here, but that does mean that I can also see that we probably have too many leaves right now. Let's set the number down 100-60. Okay, that's not Let's do 80. And yeah, this just looks silly. We do need to work on that. What I'm going to do is I just need to play around to this a little bit more. So let's set our last to 1.1, and let's leave our first. Yeah, let's leave our first at around zero. Now, if we go ahead and just go to the size scaler. Now, this size scaler, basically, we can set the base leaves. So I want to set the base leaves quite high over here. But then if I just go into my graph, it should generate based upon length, as far as I can remember, which means that if I set this button down, it will become smaller near the tops. And then I can also just do some playing around with it if I want. So it will become smaller near the tops, and remember how I wanted to create something like that. So we have that done. So it's smaller near the tops. I need to go in my trunk and set the last a little bit closer. And I want to go in my trunk and I want to set the noise a little bit down because it's, everything just kind of works together. So we basically just need to play around with everything to get it all working. Let's also go into length and set the absolute length, a little bit lower to push it down a little bit more. Okay, so we got that stuff. Now, I want to right now, it's all sticking out to the side. I do want to try and, like, fill in some of this stuff in, like, the center over here. But I think I first need to just focus on the leaves because I'm jumping back and forth a little bit too much because there's so much stuff I want to do. So in our leaves, let's just go up and down and just see. So yeah, rotations is fine. What I'm going to do is in my size scaler. I'm just going to place one point over here, and then all of a sudden move this one way down so that it's really just all of a sudden rams down and it just gives us these small little bits. So we got that stuff down. Let's scroll down. What else do we have? The leaf size is also technically the size scaler, but then it just looks at our material. We don't need to do too much for that. Local orientation. Let's see. So the folding, alignment, we can align this up a little bit, and face Now, Face, I'm not going to really touch also. Let's see. Final adjustments, we already did deformation. So we had the folds to fold them down a little bit. We have the curling, which we can curl. If I look at my reference, it looks like that it curls down a little bit, which is just like, just pointing down a little bit. Of course, we have a vertex noise, which can add some extra variation to this. And you can also just play around with, for example, your scaling. For example, I can set my length a bit longer and then go down here and then just mess with the graph a little bit to get all of these different in lengths, as you can see. Okay, so we got that stuff done. Now, let's go ahead and what we want to do is we want to try and get some of these trunks in here. Now, a cool thing that you can do if you want, is you can actually edit your actual trunk. So you can click on one, for example, then if you go ahead and go to notes down here, it's a bit tricky to click on them. You can actually edit this one trunk. So if we want, we can do some manual editing. But what I will do first is I will first try to see if I can get it to go in the center. It's trickier than you might think. So let's have a look. If we go in the center, Okay, so I'm on purpose showing you this that I don't do it as if I know exactly which buttons, I can do it. Sure. I can go off camera. I can get this absolutely perfect. And then, you would only learn how to press those specific buttons, but I like to just go over them just so that you can see. So it would normally be if we go down into, I don't care about segments, orientation. So we have the start angle. What if I set my start angle and then play around with maybe I can Okay, so we definitely to do this at the end. Um, Did you know that, by the way, you can also go downwards in this. I can move this down. And then set some of these up. And then if I set my start angle in, see, we get this effect. So that's actually working quite well. The next thing is that they don't feel bushy. They feel very, it just still feels just like thin strains that are just kind of like sitting in here. Now, technically, we can probably fix it by literally just pushing up my number, and then it will slow because that's how it would go in real life. Like it would just push up that number. I would showcase a bunch of those pieces. I think I'm going to go for, like, 60 probably for this to get started with, but it's the sticking out that I don't like. So I don't know is it the length or I think it is more the noise than the length. So if we go down here and go back to all the way down to our noises, skin. Sorry, Oh, there we go. Spine. So noise amount. For example, where is that one coming from? So it's play around with the noise amount. So okay, so a little bit of a noise amount is fine. I'm going to now also play around with, um, Hmm. The late so the late pushes it out quite a bit. So let's set that quite a bit lower. Okay, so also cool thing. So, these things, if we go to notes, you can literally just, for example, select this and then press delete. And then if you don't like one, you can simply just delete it. Now, another thing that I wanted to show you if we go back to generator is forces. So you can go for forces. And let's see if I look at my reference, um, basically, if I rotate it down and then maybe push it up so that it goes towards the sun, I can go for forces, art force, and I can go for, let's say, a magnet. Now, a magnet over here, if you just press W, you can move to your move tool. The fun thing about this is if I set this, for example, up here, I can go into my trunk, and then it will showcase forces, and then if we go to magnet, you can see that it will twine grow towards the magnet. Here, see, so we can really just, like, have some fun with that. Now, it's often very sensitive, so we need to go for 0.04, probably. So it went so instead of, can I wait, I can showcase this to you. 1 second. Forces, where are you? Wow, I must be really blind. There we go. Wow. Of course, it's at top. So what I can show you is that before, after, see? So we can have a little bit more control over this, and it will just start bending a little bit more. So we are getting there. Another thing is that the leaves right now, they look a little bit silly. Let's go into our leaves and let's see if we can improve that. So first of all, our yeah, we have a first and last. If I set my first up a little bit, there we go. I don't know 80. Maybe if we can go for like 60 or maybe we can even go like 40 and then okay, let's do 50 and then let's scale them all up. So if we do 50, they'll set the size scaler up a little bit, so that it becomes quite large. Over here, I feel like I might want to go into my trunk and just set the sweep a little bit less. There we go, that it just becomes and maybe also play around a little bit more like my last because I just feel like it's not as round as I want it to be. Okay, so now if we go to our leaves and let's have a look, I'm going to show you how to add more later on. I just for now want to just play around with maybe I can play around with just the overall size of the leaves. Here, see, I can just go to leaves and then to the size and I can just see if I can get something a bit more interesting. I think we are getting there. I think at this point, what I like to do is I'd like to just quickly get it into Unreal Engine, just to see how it looks. So let's save usne and based upon that, we can make adjustments to it. So it's better to see this in context. So the way to get this to Unreal Engine through speedry now the first thing that I see here is that my branches are 7,000 polis and my leaf meshes are 10,000. That's a bit much. So I just quickly want to go into my grunge. And in my segments, I just want to tone down not so much the accuracy. Let's start the length. Oh, wait, I guess it is the accuracy. Mm, supposed to go. Let's tone up. Okay, there we go. Optimization. That's the one. So I want to tone up my optimization quite a bit. So now it's only 800 twist, and I can live with that. So that's like around well, yeah, it's 800 twist. So now if I go to my leaf measures, I can also go down to leaves, and there should also be, hopefully, like an optimization, and else we can use I think that we need to use our LODs for this one, because it doesn't have the same type of optimization as you have with the rest. So yeah, so we are going to use level of details for these pieces over here just because they do not work as well as the trunk. So for now, let's leave it like this because I like to set up my level of detail inside of Unreal engine. So let's go ahead and go to Export up here. And now you just want to go ahead and you want to export this, let's say, to our Unreal folder. So if we go exports, Unreal, I'm just going to make another folder called foliage and just call this Busch A and press safe. Now for this one. I'm using the speed modeler to Unwel Engine four. It's a specific version. It is cheaper because it only exports to UnruLEngine four rather than any other program. So I will only be exporting to Unreal Engine four. Scale, I'm not sure yet. I like to set it to just like around 20 or 30 and then see how it goes. You want to make sure that Atlas is set to none because we don't need an atlas and that LODs is set the highest only because we do not yet need LODs. For the rest, you can just go ahead and press Okay. And then if we go into Unreal Engine, we can go foliage and we can say export Unreal and just import dot s file, drag it in here, and set the LOD setup as individual actors and just press Import. Now that we have this, we can go to materials. We can go ahead and let's go ahead and duplicate our ground plant A and just call this Busch A, for example. Let's open this up. Did I? I did not. I just need to go quickly into my foliage shader. First of all, I need to expose over here my parameters. Base color. Convert parameter normal and convert the perimeter roughness. Now, another good thing, because we now have translucency, which is the same as subsurface color, pretty much, we can now go ahead and we can go in and add like a slot for transluency, and then we can say, like, Okay, do you want to use the base color like this one or do you want to use a unique map? Now for that, I first of all, I want to just go in and go into textures, foliage creates a new fold that Alcaboh I hope that I translate that white. I think it's called a Bush, at least in English or it might be different in American English or I don't know, honestly, I'm not even going to try and guess. So basically what I'm going to do is I'm just going to navigate on my other screen to our textures over here, and let's go ahead and input those. There we go. And what I want to do so we also have an Alpha map. So let's drag in our translucent and our Alpha in here. And now what I can do is, yeah, you know what? I'm going to make this I'm going to make my life easier. Go into your gown plant and just also import the Alpha. Oops. There we go. Yeah, let's import this one. And just set this Alpha into your OST mask. There you go. So just right click Convert to pemter mask. Because then I can just easily dragon on and I don't need to keep throwing it into my Alpha map. It's a little bit more an optimized, but it's just for this tutorial. Else, I would recommend just throwing it in the alpha map. But if it's just for folio project or something like that, honestly, this kind of optimization, no one really cares about that, I would say, but don't take my word for it, of course, a disclaimer. So what I'm going to do is over here, I can after my multiply, I can add a switch parameter, what is static switch parameter, it's called, and just say has sub. And then I can say, actually, let's do has sub map. And then I can say, if it is false, we use this one. If it is true, we will use a unique texture and throw that in here. Sn I need to do is right click and just convert this to perimeter, it's called submap. The only reason I'm doing that because I always forget Oh, no, wait, the word is not that difficult. It's subsurface. I know how to white that. I was a little bit worried because it sounds more difficult in my head and I'm, whiting in English is not my strong suits, so I can barely speak it. So let's go ahead and just save. So we got those maps there. I don't think I've got anything. We'll see. So let's have a look. Materials, foliage. Let's just double check. Oh, I meant crown plant A. So that is still all correct. Yes, okay, it is. And here we have Bush A. So if we just go ahead and just drag it down here, we can turn on he submap. We can turn on all of these pieces over here. And now we can simply go in our textis foliage push and just start by dragging in all of these. There you go. So, the translucent does not look very good. Maybe because it's a bit too strong, so let's set it down, but we'll see soon enough if this is not going as well. So anyway, let's go in here. Let's go into our foliage. Double click on Bush A. Bush A does have the stalks, but we will work on that one after. First of all, I want to go ahead and I'm going to just drag in on my material. Like this? Oh, wow, yeah, the subsurface is definitely not going well, but we'll fix that as always. So Bush A. Okay. Scaling wise, I think we can move it up to 30 just to get started with. So let's export over wide. Just set the scale to like 30 and press okay. And then you can simply just like any other model, just right click reimport. Okay, so this will be like over here. So if we, for example, places over here, it is not too bad. Looks cool. So that is actually, yeah, it's not too bad because remember how we are going to use it if we have this one. I don't know why everything feels so way off in the distance. But, you know, let's see if I scale this up, for example, because I'm just focusing on this. Yeah, so if I scale this up, I do want to create a few extra leaves and stuff like that. But you can imagine that the reason I like the semicircle is because I can do this stuff. I can now, if I want, create, like, sharp cuts like this without everything feeling like a perfect round bulge. And then I can also, like, scale this down. Maybe stick it out here, and then you can see that you can very quickly just create these plants. Now, it looks like that we do probably want to fill this up. I think just doing stuff like this is totally fine in this specific case. Of course, if you're making foliage for an actual game and it needs to be used in many different situations, then you probably do want to go for, like, a round model, and you probably want to polish up a little bit more so that it can be used in any type of situation. Let's say we got this. Now, if you feel like everything is very dark, this is your skylight. So if you just go down here to skylight and just set your intensity to, like, two, see, becomes a little bit less, but you also use some of that occlusion. Lose sorry, lose some of that occlusion. Let's do 1.5. So we got this kind of stuff. The evenness that we have over here, I actually do not I actually want because I'm just going to fix my evenness by simply scaling things up and down, as you can see over here and moving them. And that is the way that we are going to control and just make sure that everything doesn't feel too perfect. So that is actually looking pretty good. So it looks nice and dense. That is what I wanted. So just like a nice dense mesh, we need to fix our textures a little bit, but for now, maybe some more pieces sticking out at the bottom. That's probably it. Only some more piece sticking out at the bottom. And then I can add some more variations to some more variations to my actual leaves. Now, doing the more at the bottom. Hm, I feel like I could just as well do that by going to trunk, right click and pressing duplicate. And now this trunk over here, if I just simply drag this onto my tree, it will add it. And what I had in mind is that I go down to my length where are you length and settings quite a bit lower. I'm talking like ten. And then if I just go ahead and set also, the number to like 20 and then set the last a bit out, she can see over here. Um let's set the first out. We want to set the last and the first and just try and clamp it together so that it just comes out a little bit like this. Now, once you've done that, what you can do is you can just go ahead and you can also duplicate your leaves, direct it on here, set it to 20, for example, also, or maybe like 30. See? And that way, we can it's like a very easy way to just add some extra pieces. We can play around a little bit more with the first and last, but because we already have our settings, now all that we need to do is just here, maybe play around a bit more with the first and last and maybe a little bit more with the gravity that we had over here. Just to push it out a bit more. And maybe a little bit more with a length. Let's go into and make a length, maybe a bit more, a bit more drastic. Let's make See? There we go. So we can just create a few extra pieces. So that's often what is being done in substance in Spettr. I'm really starting to lose track of my programs is that you get, just like a bunch of different pieces like this. Now, another thing that is very cool. So we have leave A. We can actually randomize the leaves over here by just setting like a plus. So if we go ahead, press this button. Just go to leave A and just press duplicate and call this leave B, and we want to go for three variations, I think. Let's select, duplicate. Call this leave C, and then we can press Okay. Now if we just go ahead and go down here to leave B, we can go to meshes and we can set this back to none and then just press Edit, and then we can go ahead and we say, Okay, so for this one, I want to go for this BV guy up here. And you can just click in your line if you don't have enough segments. Like that. Don't forget to just set your angle and everything. So we can say, Okay, this is leave number B. Let's that. Great. Now if we go to leave C, set this back to none and press Add it. I'm going to go for Oh, because yeah, these are the bottom sides, which is a bit of a pain. Yeah, I'm going to go for then this one. This might be a bit of a smaller one. So we'll see how it looks else. I'm just going to not use it, so we don't have to use it, of course. Let's go for something like this. And if you want to remove one, so for example, if I think, like, Okay, this one is a bit too much, I can go up here to points and go to the X button and just click on it, and that will remove it. But I just want to show you that I am actually going to keep them. But yeah, just so you know, basically. So let's go ahead and ddops angle. Let's not forget the angle. There we go. Let's add this one also. Okay, great. So we got these pieces. Now, all we need to do is go in here in our leaves and in our type and just go ahead and press Plus. And now we can set this one leave B. And then set this to leave B, cut out, and this one leave C and then mesh to leave C, cut out. And now you can see that we have different types of leaves. Which will look quite nice. So as far as I know, yeah, because it doesn't it just replaced leaves. For some reason, I had the thought that it would add the leaves on top, but that is not the case. So, it does have a little bit of clipping, but honestly, with so many leaves, the clipping is so hard to see. You can try and fight it by going simply back to first and last. And setting the last little bit down. That's basically the way to fight any clipping like that. So we got those pieces. I can also quickly go into leave mesh, the second one, and I can just add leave B. I'm not going to do C for this one. Actually, you know what I am going to do C. Why not? Let's do number. Okay, there we go. And then you can set the weight and the weights basically how much chance there is that this will be used. So if we just set the weight lower for these pieces because they are the broken leaves, they will not be used as many times. And yeah, you can do the same like leaves, see if you want, stuff like that. So that's so look quite good. In the next chapter, we will just start adding some flowers, do some extra polishing and when we're happy with it, we will just set it all up properly, and then we will move on probably to these pieces over here, and then I will do the grass. 34. 33 Creating Our Bush Plant Part3: Okay, so we are getting close to finishing this one off. What I wanted to do now is I just want to give it some color. So I'm just going to give it some sort of like flowers, something in that direction. So if we go ahead and just go in here, and let's just have a look. So Can I get out of this? Yes, I can. I want to go for plants and flowers down here. Let's have a look. Just something like something like in this direction, but then maybe this one. Let me just quickly check if there's anything else. It's too yellow. Like, I'm not really gonna go for flowers. Like this kind of stuff would also be cool, but I don't think it's colorful enough. Yeah, it looks like that there isn't much else. No, okay. So I'm going to go ahead and go for where are you? This one over here. So, this one, let's download Albedo, normal roughness, Alpha and translucent. I'm just tagging these. So same basic concept. Only thing is that these ones we will only have near the tree tops. So I have dragged these in. So if I go to Speedre, I can go ahead and I can go to the plus sign, duplicate and call this flower flower under square A, and press a. And if we go down here, we can just go ahead and we can start by dragging in flower A. So color, pasty, normal roughness and translucent. There we go. And just set this back to none and press dit. And I'm probably only going to go for one of them. So let's just use this one. There we go, and don't forget your angle and apply it to all of the ODs. Okay, great. So we got that stuff done. It's basically just us duplicating our leaves. And then this time, just throwing it on the same trunk then maybe, like, move it up. There we go. So for this one, first of all, yeah, we're going to go flow only 20, and all of these, we only want to have them at the very tip. So let's just first of all, actually apply our, I just get rid of all of those extra leaves that we added and this time, set the material to flower A. But and now what we can do is we can go ahead and we can start just toning down the amount. So here, we're going to go for maybe one or maybe like two and then just play around with your last over here so so it's not only at the top, so it's like a few locations. Maybe I'm going to go for like five. Let's go for five here. So it just shows a little bit of extra color in there, which I quite like. They might be a little bit big, so let's go into a size scalar and just tone those down a little bit. But yeah, there you go. It just adds a little bit of extra color, so I'm happy with that. Yeah, let's give that a go. Let's save seen I'm quite excited to see how this looks. Export. Yes. Okay. Now if we go inside of unreal engine, I'm going to go, first of all, I need to go in textures, push, and just import the flowers over here. Now all I need to do is go into materials, foliage and duplicate Bush A to push unscoFloer. Let's open this up. Let's see. Bush. Okay. So we have base color, Alpha, normal roughness and translucent. Yeah, that should do this work. And now we can just go ahead. We can go in here. And if we just go to assets foliage, let's re import. There we go. That's starting to look a lot better. Let's open this up, and let's have a look. Oh, yeah, we also need to have some branches. So for that one, I'm literally just going to go ahead and go to material. And if we just open up black and expose it, so convert this to perimeter and just call this color. Oh. Because as I said, the branches are so not important because you can barely even see them that I'm literally just going to throw on a plain color. So I'm going to set this to color and then create a material instance that I will call brown. And let's just move this into our foliage folder to keep it organized. Yeah, open it up, set the color to be like a Actually, we probably want to go for, like, a more of like a green, like, brown green color and quite dark, also. Let's go for something like this. So more like a yellowish color. And we'll see how it looks. So we got that done. Now if we go in here, we have our Bush A. All we need to do now is, let's close plants, A and B. All we need to do now is let's isolate. So o, this one is the colos. This one is A, B, and C, but ABC in our case, can literally all be Bush A, Bush A and Bush A. And then we have our flowers. Save this up. And there we go. Okay, that's actually looking really nice. I like how we have increased the amounts here at the bottom. So also, yeah, that is looking nice in general. So that is good. We do need to balance out our textures a little bit. So if I have a look at this, they are very green, so it's actually surprisingly green, but they are not so much yellowish green. They're more like this kind of green that we have down here. So we like the more dull type. What I'm going to do is I'm just going to go ahead and go to my textures, and let's go start with the ground plant over here. Just want to make it a little bit lighter, and I'm just going to do that in here. I'm just going to set my brightness to 1.5, and then maybe set my saturation to balance out to 0.8. Let's do 0.9 over here. And now for these ones, which are bush, let's have a look. I know that a lot of this stuff comes from the translucent, so do keep that in mind. So if we want to make this one a little bit more green, I'm going to set my saturation to 0.8, maybe 0.6. And then if I go into my material, over here. I should be able to now. Oh, do I not have that? Do I not have color overlay? I do not have a color overlay. Arti quick multiply like this and just throw on a constant three vector, which will be a color overlay so that we can basically balance out the colors a bit better. Color over lay, make it white by default. Here we go. So that should do the trick. So let's save that stuff up. There will be a massive not a massive. There will be a big cleanup scene later on, but for now, this should be fine. So yeah, now color overlay, I can now hopefully push these colours on purpose more in, like, the green. You see, so I have control over how green I want them to be. So if I look at this, I think this looks pretty similar. So just play around with your colors. Now, another thing that I'm going to do is because, of course, all of them have a slightly different roughness, I just want to simply go in here, add a multiply, and then select our roughness into B and a scale parameter, which we'll call roughness amount and set that to one because one is default, which means that it will not change the default. Throw this into your roughness. So this way, we literally have a slide that we can just control how much roughness we want, and that just makes it easier for us when we go back here. To go to Bush A set ruffles and just play around with your color, so you see here, so we can make it a little bit duller so that it fits a little bit better. So that's looking pretty good. Our flowers over here. You know what? If I'm going to ground or sorry to bush and grab like our flowers, can I maybe set the saturation to like 1.5? Here, to push it up even more? Yeah, let's do that. Maybe I'll set the brightness to 1.2. Let's make it just like a little bit lighter. But there we go, just so that they stand out a bit more, see? So that's nice. Let's go into my camera actor. Okay, so that's pretty good. I like that. Let's go in and I'm just going to make my leaves a little bit less green just to make them fit a bit better. So if we go in here, let's say this a little bit more whiter. There we go. So we get that stuff done. That's looking good. Let's have a look at my camera angle. I might want to just move it down. Let I'm just having a look at my reference. Here, let's start with something like this. There we go. Let's go for something like this. So yeah, definitely, later on, when we have all the foliage, I will go in and I will properly place everything so that's looking extra good. For now, what I'm going to do is let's just have a quick look at a resolution of 200 in our screen percentage. Yeah, because that's looking cool. Yeah, I like that. That's a nice piece of foliage that I can use. Maybe I want to make my brown a little bit lighter. There you go. And also from sights. So here, that's starting to look quite nice and realistic. Okay, in the next chapter, what we will do is we will go ahead and we will start by just quickly making one of these plants, which is just going to be the most easy thing because it's literally a singular trunk with the leaves just like a leaf cut out and just having more leaves at the top than at the bottom. But I will also probably make one that is almost like a cluster. So we are going to make two variations of that. Then we'll make the grass. Then we will make long grass, and at that point, I'm going to call the foliage, the ground foliage, at least done. We still need to create like a tree. But yeah, that comes after. I first then want to just quickly do some dressing just to make sure that everything fits well. So we'll do some level art, create a tree, place that stuff. Then we can call the folage done. And then we are very quickly starting to get close to the end of the tutorial because all we need to do then is some materials, some lighting passes, polishing, and we got something cool. But yeah, it's starting to look very good, so it's slowly getting together. So let's go ahead and I'm going to set spect to 100, save my scene. And in the next chapter, we will go ahead and continue with those plans. 35. 34 Creating Our Plant Part1: Okay, so the next plan that we're going to work on is this one, which is just a very simple one. And I already went ahead and I found, oh, I found over here these leaves, there we go. These were the close ones that I could find to something that we can use. So it's just called common Orlando leaves frontside on substance source. And I already went ahead and I went just, like, download it, send up in substance, and then export it. So same stuff as that we've done before. Um, so those are the leaves, so we are pretty much ready to go because the stalk, we can just make, like, a basic green, and we're just going to make this variation, and then maybe like a variation where it looks more like a plant and it's just, like, scattered around. So if we go for blank over here, share this one, then the grass, then we'll do the other stuff. So let's go ahead and create probably like a trunk because we just need like a single one. So for this trunk, we basically want to go ahead and scale this way down because it's like a tiny little plant. Now, I don't really need to worry too much about the scaling here inside the speed tree because I can just set the scaling inside of a wheel. Yeah, so we want to set this way down. And then if we scroll down to length know width, where are you? There you are radius in skin, and then you set the absolute down a bit. Now, I also want to go ahead and get rid of because right now it has a really trunky feel where it just has like this noise. Now, I'm not sure if this happens in our noise. I know it happens Wait, let me just make this a little bit bigger so it's easier for me to see. Let's go up to the top. So let's see where does this one happen? Because there's like a noise modifier for this. Um, Oh, by the way, I'm just gonna set my radio. Yeah, I'm gonna set my radio way down. Mm. I hear turbulence. Is that the one threshold. There we go. Late. So late was the one that is causing the noise. So actually, I do not mind late, but I need to smooth it out like a lot. So it just becomes like this very soft warping that we have, something like that. And I think that should work because yeah, of course, these are also not perfect. They also have some bending to them. So for the bending, what I'm going to do is I could just use force if I want. I'm not sure if the noise does anything interesting. Okay, so the noise does add just like a little bit threshold. Let's set the threshold down so that the noise is just all over the place. Okay, so we can do a little bit, and then you have turbulence. And with the turbulence, you can make your noise, like, a little bit stronger. So let's say something like this. Something like this should be fine. I'm still going to go back into my skin, and over here, I just want to go ahead and probably set the radius a little bit down. Here we go. And then if we go just in this one, I just want to make my radius a little bit more even because right now it has, like, the typical here, let's make it a bit even. Because right now it had the typical piece where it goes from tick to tin. I do want to have it go from tick to thin, but I want to have it go in this direction. So it's not as much. Also I want to probably have this thickness if you just double click. I want to have it happen a little bit later like that. Okay, so I think that should be good. So now if you just go ahead and just add our leaves to this. Now, I believe that just a normal leaf mesh should be fine for this. So we have our leaf mesh. Absolute. I think I want to go for portion of for this and just set the number up here, so we already get this effect. Now, you know the drill. Make a material. So art new, let's call this one leaf. And while I'm here, I'm also going to make another one that I'll just call, like, stalk, for example. There we go. So for our leaf, let's go to our folder and just drag in our base color opacity, normal roughness. Those are the only ones that we have. Go to meshes and press Edit. Okay, I'm going to go for this one, most likely, and I will most likely just like a few different meshes because we have so many leaves that we can just as well do that. But let's start with the easy one rear and don't forget your center point. So rotate the center point down a bit. There we go. And add that. Let you do the trick. So if you go to leaves and just add this material, now what we need to do is, first of all, we need to scale them up quite a bit. So that's set the size, and I need to rotate them. So if I just go down here to final adjustments, I need to go for the right. Yes, I need to go for the right over here. Now, the next thing I need to do is I just need to go ahead and give it a bit of deformation, so that's why folding. Like that. Curling. I'm not sure. Not too much. It's like a little bit because do they curl or do they go up? They curl. Okay. So we do want them to curl and twist, you can always just give a little bit of twist, if you want. And then, of course, if you feel adventurous, just play around with your vertex a little bit. So we got this stuff, and now it's mostly just the basics. So basically what we want to do is we want to go from big leaves and then to small leaves, but also have some small leaves at the bottom. So if I have a look at this, I'm not sure if I want to go through the leaf amount. So let me just check my settings. Here, so I'm not sure if I want to go through this kind of leaves or if I want to go to this size scale. I think maybe these ones would be more interesting to start with. We definitely do need to play around with the scaling a bit more. So let's say we have this one. I'm now going to go in here and I'm going to say, Okay, I want you to start small. Then I want you to quite quickly grow big. And then you at your biggest. And then I want you to start or become small again. Okay. Now let's move this around a bit that it actually looks logical. So let's see. So it's starting small. Most of them are quite large. And then they grow bigger again. Let's do something like this. Now the next thing is I want to go down here because I can play around with my scaling, and I just want to make them a little bit thicker. I don't know which scale this is. Is this the X, no Y, no Z, Okay, so yeah, it is technically the C, but it looks like the scaling is not working as well as I wanted. It's not really palm. Also one thing, go into your materials and just set it to two sided because that always reveals quite a few more pieces. So having these pieces, it looks like they are always angled a little bit upwards. Right now, they're angled like perfectly straight. So if we go up here to angle, I don't know if we can use a line a line over here. We can also here, see that actually adds quite a bit if we do that stuff. So we align it. And then if we maybe like fold it no, we cannot fold it down anymore. We don't oh, wait here, curl it. Then we like curl it. It's not a lot of geometry that we have. Let's go into our measures. Let's see if I can maybe an extra just like an extra bit of geometry. So we got this one. Basically, if you go up here and set the tesselation higher, you can add a bit of extra geometry. And then if you just press this apply and let's only do it, actually, let's do it for all of them. We can just add an LD later on. And that should give me a bit more White. Leave mesh, leaf cut out. I was hoping to get a little bit more geometry. But, honestly, I don't know if I even want to add more geometry because when I look at this from a distance, it's not as bad. I think what I just want to do is I just want to go in my curl and just make it a little bit less. Or what you can also do is you can also set your curl very low and then maybe try to add like a four. So let's add like a magnet, for example. And let's see if I add this magnitude here. Okay, so yeah, that does not give the same curls that I was hoping for. No problem. That sometimes works. Please remember that I mostly make trees in this. So, of course, this kind of stuff I haven't done too often, but it's the same basic concepts. So that's why I felt like I still wanted to show I would just say take it with a grain of salt, probably. So yeah, let's just move this down over here. Okay, so we got this one. Maybe I can do something with the density. So we have a number. I'm not sure if it's this one or the first one, but you can actually increase the number based upon where this is. So if I do this, so I can have lots of pieces at the top, and then I can once again at the or at the top, I can have little piece, and then in the center. I can have most of the pieces and then at the bottom, I can reduce them, but I don't know if that is working. I should I think it's probably like the other one. I think it's probably like this one. So let's try this. You know, I I said this one. I think we're a bit out of luck in this case. So let's just see what do we have here? I don't want to go too high, Let's go for 200 leaves. And let's play around a little bit more with the jumble to I just need some more variation, basically. Sweep and probably the first and last clip. Okay, so yeah, there is actually not much to do about that one. But I need something rotation, position. I need something to break them up quite a bit more. I'm just trying to find out which one would be the best setting for this. So let's see. Um, up? No, because this one does like the final adjustments to everything. Mm. Let's go up to let's see. Maybe if I play with my last in the craft that should might work, it does it just does not do what I. Sorry, it's the max. But it does not do exactly what I wanted to do. And that's a little bit unfortunate. So here, basically, it just does it for all the leaves at the same time instead of for a singular leaf, which makes sense because it is in here, but maybe if I said from group to individual, there we go. That's the setting I needed. So group to individual, that's what I meant. So now it treats every leaf as an individual, which means that I can now, play around with my sweep and everything. And now that I have this stuff, over here. So that's starting to look quite good. Let's see. The next thing I want to do. The next thing I want to do is maybe make them a little bit. I probably don't want to make them a little bit bigger. I don't like the polycunt. I don't like how sharp it is, and I'm not sure why over here. Because technically, if we said if we set this to more segments, it should easily work. Here, see? There we go. Okay, so but now we are at 6,000 twist, so we cannot really use this. We need to optimize this. Let's go into our trunk. Let's go down and just start by over here doing the optimization as much as you can without while still keeping a little bit. So 16 twist. That's more than enough. Now if I just once again go into my leaf cutout, let's see if I can set the tesselation. One lower. And actually, what I'm going to do is this time, I am going to actually make use of these LODs. I think that could be handy. So let's do this. So now I add the tesselation, the highest one to the top, then medium and then low. There we go. So that's still doable. So now we have our LOD, so I can just export with the LODs. That's no problem. Then I just won't do them inside of front wheel. I'm going to go ahead and just add my stock here and just set the color just for our viewing purposes to like this green color over here. So that's how later will be. And I'm going to probably make my bottom leaves a little bit bigger and then we're done. So here we have our leaves. Let's just scribe the bottom. Make those a little bit bigger. There we go. I think that should do the trick. Maybe also make my stock a little bit thinner at the bottom. Let's see, where are you skin over here. Let's make the bit dinner. There we go. Okay, great. So we have a quick little plant over here. Let's go ahead and save sin. And I'm just going to go in leaves, and I'm going to go for oh, sorry, I need to be in this one. Saves foliage. Bush, let's go plant. And let's go ahead and call this plant underscore A. So let's first of all, check this out inside of unreal before we make the X variation, which just has more of these plants. So let's go ahead and export this. Unreal, foliage, plant A. Okay, export. 30. Let's give it a twice right now. It's probably way too big because the last one wasn't Bush, but we can give it a twice if we go to foliage and I'm going to start with my texti foliage, New folder plant. A. And I'm just grabbing my textures over here. Double click on my normal just to make sure that it's I think we need to flip the green channel. Yeah. By the way, did we do that here? Okay, so we did add that and to this one did we add that No, to this one not so that might actually make quite a big difference. Does that make a big difference in normal? A little bit, not too much, but it's looking cool. Okay, so we've got our plants over here. Just need to go into materials, foliage, and let's grab Bush A and just duplicate it and call this plant unscre A. Oh, I can type. There we go. Let's open this up. Oh, finally, it actually opened up as like a small window. So we have this one, this one, this one, this one, and it does not have a sub D map, so we can just turn it off. And the sub collog we want to make probably greenish. So let's start with something like this. And now, if we just go ahead and go to our Export folder, which I'll navigate to on my other screen, and in here, assets foliage. And this one is going to be plant A. So let's import this individual actors. And what should have happened is that now it also imported. Oh, no, wait, I turned off LODs didn't I? Yes, I turned off LODs. You know what? I'm just going to delete this because importing it with LODs is easier than updating it without LDs. So just go to Export, plant A and turn on LODs over here and then press exxpotPreso, I mean. And now it should have imported. Here you see, LLD zero, which is 3,000 triangles, LD one, which is 1,000 and LD two, which is 100. So like that, we just very quickly have the LODs here. So that's good. So what I'm going to do now is I am actually going to open it up again because I want to add my these ones over here. So stalk and plant A. Okay, definitely need to grow from brown to green. So let's make a new material that we call green. And for this material, just balance it out so that it fits. See? There we go. That easy. So I'm not going to spend too much time on stuff like that. Now, all I need to do is just fit it and just balance out my textures. So plant A. Oh. It's a pretty good size. It goes through LLD from LD zero to LD one very quickly, which I do not like. So that's something I will fix. But FRS, let's see, how is this size? If I have this one? Because you will have probably, like, a lot of them. Maybe a little bit bigger. You know what? The variation in scale I will do when we start painting it. So this is quite good. It's only that the LDs are not good. And how is the color? I think the color is also fine. So let's go in here. So those LDs, I do not like how quickly they go over here. So if you just go to LD zero, screen size one, LD screen size sets to 0.95 although it will probably ask me to redo the Ds. Setting the actual distance, I find inside of unwel the way that I do it, always a little bit tricky. So I believe that let's save it. There is a show where you lit level of detail colorization, mesh LOD. And if I set this to LOD Auto, I should be able to see Oh, here, see how quickly it goes. Wait, it goes Okay, so it goes very quickly to just like the first LLD, and then it all of a sudden just like, so this one is fine. And then LLD one, it goes very quickly. Let's see. No our build settings. So it's not a screen size reduction settings, maybe. Yeah, we import it. Let's just remove this LLD. Yes, I want to remove LLD one because I want to go in my LOD settings. I'm just going to make it inside of real. That's why I basically always do that in here because I'm comfortable with using it inside of unreal. Because in unreal, now I've just removed my LDs, for example, all I need to do now is I need to go into over here my LOD groups. And then I just need to set this to be Well, I'm scared to set it to foliage, but we can set folage and press yes. And then we set the number of LDs to, for example, two, and then press Apply changes. And what that will do is it will generate for us. Two LODs. And now you can see here, it has still reduced it, but magically, it still looks good. So I set my LODs to three, I believe, and press apply. Here we have now an LD two, and then LLD two, what I can say is reduction settings is 25. So we now went from LD zero, 3,000 to 1,000 to 2000. Now, the moment of truth is that if I move out, it is further. It's not as far as I would want, but maybe it's far enough. Yes, here, see. So now you cannot see the transition. So that's looking pretty good. Now, the way that we are later on going to use these is by going into modes and then going to foliage, and then we drag this in here. And then what it allows us to do it allows us to paint. So we can say, foliage and we would say something like, okay, the size or the minimum size is 0.8. The max size is 1.3, for example, and then we can say, Okay, just paint away, and then you would just paint a bunch of these plants in here and have stuff like that. And then it would generate. And if I go back into select, give it a second to generate. But of course, I'm doing this very quickly. We will make this very nice. But now you can see, you can very quickly just place variations in the stack and everything, and this is how it looks like over here. So that is the general plan for placing these pieces. We are going to also have different angles and everything. What I will do in the next chapter is I will go ahead and just make a quick variation that is just like the bush of it. So just like a bunch of them scattered together. I think that would be nice. And then what we can do is we can continue on to the grass. 36. 35 Creating Our Plant Part2: Okay, so now that we have this plant, this is going to be very easy. We can just go ahead and do a saves and just call this plan B. Over here. Basically just go into your trunk, go up, and we basically just want to play around with, for example, the number over here, and then we want to play around with the first and last. Where are you? Over here and just set to quite close together. And then we also just want to play with everything from the rotations and the scale. So, not these rotations and scale. Let's try sweep. Let's lines ting as individual. Let's see. There's like angles, so we probably can do something with that. Let's see, length, alignment, starting angle. Giving it a little bit of, like, a starting angle might be cool. Roll, which gives us some randomized rotations to this. I probably want to get like a few more, but I don't want to make this too many polis. So let's see how many do I have now? I don't have that many yet. So if I place it's quite close together. Now, I do want to play around with the scaling also. Just have some randomized scale. Also, if you want, you can do, like, randomize here, and that will just randomize a bunch of stuff for you. So that often can give you some interesting effects. So okay, we got that stuff lnked. If we go for our Oh, wait, sorry, that segments. I want to go into spine and then absolute. Now, doing this for multiple pieces, I'm not sure if they randomize or if they all just Okay, so they do randomize. Just, this kind of control is always a little bit tricky. It's not always the absolute best. But there we go. So they did randomize. That's good. So we have some different lengths going on. That is fine. Maybe we can do some different start angle. There we go. So we have some different start angles going on. Shape, gravity. Oh, we can actually use that in this case. The gravity we can use because if we do that and then push them a little bit closer together just with our first and last over here, see how is our first. Let's move our first a bit closer, also. Okay, now our gravity is a little bit too strong, so let's just go ahead and tone that back down to 0.01. Yeah, I think that could work. So maybe a little bit too dense in the center. But what we can do is if we just go ahead and go to notes, I might be able to actually literally just grab one and just press delete. Wherever it is too dense, I can simply grab on over here, press the lead, and hopefully when it is still good enough, and now I can also move some manual ones, because at this point, this doesn't take too long to do some manual ones here. Often, I try to avoid it just because it's a bit of a pain to do. But for these pieces, it's okay. The reason why it's a bit of pain to do is because, of course, it's destructive. Like if we want to change stuff after, we would probably need to redo this often. Yeah. But if I do this, the goal is that it just looks nice and dense. It doesn't need to be this massive. It just needs to look like a nice and dense piece of foliage like we have over here. Let's go back to generation. Let's save scene. And let's go ahead and export. And I'm not going to export this so plan B. I'm not going to export the loDs. I don't trust the LODs in here. I'm going to just do them inside of real because that's how I always do them. So that's export. There we go. We can just go in here, and this one is a little bit easier to import because all we need to do is, let's see. Dragon plans B. Yeah, that's fine. Let's go in here. Let's set this to be LD group foliage. Yes, and I want to give it two. So let's press apply. So sorry, three, I always forget because zero is not counted. So I didn't mean to press reimport. Why did I do that? I'm going to quick three because reimport breaks it again. So we have 30,000, yes, a bit much, but then it goes to 18,000, and then it goes to 9,000. Let's do another one, four. So I'm going to go a little bit higher than normal. I would optimize this a lot more if it was there we are. I would optimize this a lot more if it was for an actual game, but just to push the quality a little bit, I'm not too worried about the optimization now. You can optimize it literally by just removing those testllations on your leaves more and stuff like that. So we got this one. Let's go ahead and grab our materials. So we have green Oh, sorry, greens being the bottom one, and then we have plant A. Save that. Let's go outside of here. So let's see. Next time when we want to have, like, a bunch of plants, what we can do is we can simply grab this one. This one I do want to actually make a little bit bigger to make it feel a little bit more impressive. So let's actually export this. And the reason I'm doing it in here because speedr doesn't always scale up properly when we set the scale inside of unreal by input. So 30. Let's go for 40, and then we can go from there. So let's go 40. Let's re input this. That will most likely get rid of my ODs. Yeah, it does. So I just need to go in and quickly go in here and just set this to three or four, was it, right? Four press apply. Save that. There we go. So we have this one, and then what we can do is, later on, we can just go ahead and scale it up if you want. So we got this stuff, which is looking quite nice. It's quite a bit of density. The shadows are very dark, so let's quickly go into my skylight over here and just set this to 23. That's two. The thing that makes it so dark, it is the distant field generation. So if you set the occlusion exponent, a little bit lower. And I was hoping that, let's say, here, there we go. So you can technically do it also with the color, but it is very sensitive, so I don't want to go too overboard with that. Basically, the goal is that I can just see how it looks and also how that LOD behaves. But this is looking great. Like I'm totally fine with this. It's it's nice and dense. That's exactly what I wanted. So if I go from, like, a distance, I can see it, that we need to play around a little bit more with the shadows, but that's about it. So let's go ahead and save our scene. And I would say that that means that the plants over here are done. We might need to do some balancing later on, but let's go ahead and let's move on, and we are going to move on to our grass bits. And those are let's start with just the easy ones, which are the ones over here. We don't need too many of them, so I'm just going to make one variation, and then we're going to start also a bit like these ones over here. And the reason I'm doing this is because I also want to show you a different technique where we use Maya and speed recombined, just so that you have that two. And then three. So let's continue with that. 37. 36 Creating Our Small Grass: Okay, so as you all know, we have done those plans. So now what we're going to do is we are going to work on our grass. So our grass is, well, it's actually it's quite a simple one, I would say. So let me just load it up. Here we go. So grass. Now, grass is the one that we need, it's not as important because it's only used very few times. So grass you can make in multiple ways. The way that we are going to make is a little bit quicker and a little bit easier, and it is a way where we have already like a full grass texture, and we're just going to map it on planes and place it together. However, if, for example, grass is a very important component of your scene, then what you want to do is you would want to also make the texture yourself. And it's better if I show you. So we're going to use texture.com for this one. So if I type in grass, So over here, you can see you have often two types. This is the type that we are going to use, which is like plugs of grass. However, if you say, Okay, my grass is so important, what I would recommend is that you go in and you actually, for example, grab one of these atlases, map them all onto planes inside of Maya, and then map them all nicely out and then bake that down as a texture. There are YouTube utils about this. I personally haven't made a YouTube til about it yet, so I will go ahead and put it on my list. But yeah, since this method would take me probably like an hour, this method would take me 10 minutes. So, of course, then for something that is not that important, I will go for this method. So knowing that, we are basically just going to grab this, throw it inside of spere and then go ahead and then just create a grass. So let's see. I want to have this one, this one. So I do want to, of course, on variation. Um Yeah, I think that should be it, so we're just going to go for something very simple. So let's go ahead and go for these three. So I have already used these ones before, so I can just go ahead and I can grab them. So we need our base color, normal roughness and opacity. I don't really need translucency. Translucency. Yeah, I say that right, I hope for this because this grass, I know that this one doesn't work as well and we just want to have more control over our grass. Now, this one, Oh, hey, this one I also already got. The nice thing about texas.com is if you have an account, it will remember all the stuff you got and you don't have to, like, reg it, so it will save you some points. And I probably got this like years ago or something like that, and it still works today. So basically, we got those few pieces. I got them here in my folder. Let's jump inside of Spetre. Let's go ahead and create a new blank scene. There is, like, a base grass scene over here that you can open if you want, but I personally don't really like it. So I'm just going to go for like a simple blank scene. And I'm just going to start over. So let's have a look at this. Let's get started by just what we want to do is actually, we want to go ahead and we want to add a zone. So if you add a zone, it's just basically an area. So I like to add a zone because it gives me a bit more control compared to just throwing my leaves on the ground because we are actually not going to have a trunk this time. So with this zone, you do want to go in and you want to set your last also to zero, so that it is in the center. And now you can very easily just use your scaling to scale it up and down and stuff like that. Once you've done that, geometry, and now you want to add and leaf mesh. So these leaf mesh is over here, they will just be sitting on the ground. We can just go ahead and we can set a number up. Let's go from absolute to proportional or classic. I want to go for, like, some let's see which one I think we just want to go for proportional again. Right now, of course, they don't look very impressive, but we'll work on that. So we got some leaves and then we just add like a bunch of variation to it. But first, our textures. Let's go in here, ddNw let's go ahead and rename this to grass underscore A and add another one that will be renamed grass underscore B. Just like that bit of extra variation. So grass number A, I'll be though. Alpha normal roughness. And let's go immediately to grass number B, or be though of normal roughness. Okay. So we got those pieces on. So grass A, go into your meshes and you just want to press Edit. Now, this one is often very simple. Um, that's a bug. Yeah, that was weird. Isn't supposed to do that. I'm going to cut my grass off over here at the center because this will be in the ground anyway, so I'm not too worried about that. So let's do something like this and just throw that in here. Oh, set my center point a bit lower. There we go. Let's throw that in here. That's one. And now we just go back to our materials. Oh, don't forget the setting to set it to two sided. Let's go grass B, two sided, add it. And grass B, I'm going to go for u Probably something like this. I always like to just stay quite close to the shape because rendering an Alpha still costs you memory. So staying close to the shapes that you do not have a lot of empty Alpha space is always good just in general as like an optimization. So we got those pieces. Now, all we really need to do is let's go to grass A, throw this on here, and let's first of all set this upright so that we know what we're doing. Same thing as before. We just need to go down to the final adjustments, and I believe it's the right one. No, it's not out. So 0.5 for the out. And then if we already go in here and just add a type under our leaves and you set this to be grass B. O here, so now we have two different grass Bs. That's good. Okay, let's get started with a bunch of variation, basically. So we want to go for just like a small patch basically, and we can rotate that patch around and just place it around, stuff like that. So if I have a look at this, number. So number is set to 50. That feels very high, even though we don't have a lot of geometry, but it's probably because it's all crammed down here, see? If I go ahead and set this to last, I probably need to just make my zone a little bit. Let's make my zone a little bit larger. And let's go now to the first and last. Where are you? Oh, up here. Let's see. Ah, that is interesting that it behaves like this. I'm not used to it behaving like this. That's Oh, there we go. Just okay, fair enough. Strange. Anyway, so we got these pieces. I can go ahead and later on just play around with these settings over here in order to get them a bit more spaced out. What I first want to do is I first just want to go ahead, set the align style to individual and just like, play around a bit with your sweep, your role, stuff like that, favor splits. I don't know what that one does. But basically, I'm just playing around to things. So this rotation I don't care about because it's for the entire thing. Wait, the size. No, wait. We can do that down here. So we have this size. Now, I'm not sure what I want to do. This size, I can give it some overall size like this. So some randomized size, I mean. But I also want to just do only the length. So if I go down here, local orientation, a line is fine, fold. And face. Yeah, so those don't really do anything in this case. As I said before, I like to always just play around with my settings. Over here, we have defamation. So we have some folding. No curling. Curling could work, and twisting twisting can also work. Vertex amount like some variation, okay. Well, yeah, here we go. So the scale, that's what I wanted. I want to just push the scale down, and then I want to just play around with my graft in order to randomize everything a little bit. Okay, so we got that stuff. Let's just push my scale up a little bit more. And see, I want to go ahead and do more randomized rotations, but I'm not sure maybe if I go into the rotation in here and et's see, because I don't think this rotation actually works per here, see? So it doesn't work per model. So maybe there's an alignment. U Oh, yeah, here, up. That's the one. The naming is always a bit strange. So let's go ahead and just play around with up in order to give me some randomized rotations. Okay, so we got some of those rotations going on. That's fine. Still doesn't feel too exciting. There is a technique where you can make a cross out of this that from multiple angles, it looks fuller. However, I personally do not really like the look of that technique. I can show you later on if this doesn't work, but let's have a look at this here if we just push up our number to around 100. A 100 doesn't I don't think 100 actually means 100 planes because there definitely aren't 100 planes, and there are still only 200 twists. So it's more for me that I can just look at it from a distance. Right now, they feel too big, so I just want to play out my size scalar because I want these to be small grass patches, and I want to play around more with my first over here and last. So sketing there. Let's play around a little bit more with just like our Y height. So let's lower that down a little bit, we have here. How's that rotation going Over here. Let's I feel like that could go that would be much stronger. Maybe if I just push it all the way out that works a little bit better. What else do we have? Okay, out don't we want to keep, right. So up is one and write is another one. Okay? Let's go ahead and just set right so to some randomized positions like this. Do we have something like alignment? That would be nice. So here we have our alignment, but our alignment is not going in the Oh, wait here, we can probably do something with face. If we just go ahead and just randomize using the graph, our face bits, and now just push these out or you need to make the stronger in order for this to actually work better. So I'm just playing around with this a little bit. Okay, so looking at it from the side, it's starting to look like something. Yeah, so, okay, we have that. You can also play out your random eye to see if you can find, like a more interesting position for all of them. Yeah, this one I quite like. Yeah, I quite like this position. Okay, so this is a very quick way to just create some grass. Now, if you want to get these the cross pieces, which we can try out because we need to use this technique anyway for the next piece of grass. So the way that that would work is that you would go, for example, in Maya, and you would actually make your leaf in here because then you have more control over it. So for example, what you do is you create a plane and I'm just setting this to zero. Now, so this will be more wasted Alpha, I can improve it, but I first want to see if it even works. I know that my textures are square, so I know that if I grab this plane, rotate it 90 degrees and then just hold shift and rotate it another 90 degrees so that it looks like a card like this. Now, if I move this up and I go and say, Okay, I want to export this, I can go ahead and I can export this exports foliage. Let's make this Grass underscore Cross, for example, and you want expedition You can do FBX or OBJ. I think I'm just going to go for FBX, as far as I can remember, that's one I always use. So export. But yeah, they both work. And then, basically what you want to do is you want to go into meshes. And then you want to go down here into, let's say, your A cut out, and in the, you want to press this button. And then it says loading a file, delete Do you wish to continue? Yes. And now you just need to go in here and you need to navigate. So the navigation is a little bit annoying. But basically, here foliage, grass cross and open that up, and no, I don't care about LD. Okay, so this does not yet look great, I believe. Let's have a look. No, no, ignore what I just did. So let's see. It's probably because the way that we turned this on. So if we go in, where are you? Um, just trying. Okay, so we are in the right no up. I'm just trying to figure out in which way that we are rotating What you can also try to do is also to go over here in the orient and then flip it around to a point where it looks correct, but I think I'm mapping it wrong. I think that's the problem. If I just quickly go in here and just assign a very quick Lambert material and just super quickly throw on your color map. Here we go. So that's probably the case if I go here. Yeah, see? So the case in this case is that I just need to rotate my planes in the actual right direction because right now the UVs aren't working. So basically, we grab it like this. And what I'm also going to do, actually, now that I'm here anyway, I'm going to add a few segments to this because if I don't do that, we cannot have any cool bending or anything like that. And I don't even know if I'm going to use this. I just want to show you the technique so that in next part, we can just use this exact same technique. But you never know. So let's just add, like, a few extra random segments like this, and let's go ahead and export this and all you need to do inside the speed trees, you just need to press reload. And once you've pressed reload, I can flip this in the correct location. So let's see out, no, right, no up. Come on. Which one is it? Um maybe if I flip one of these. It's always a bit tricky like it is saying that it's in right axis because you can see your pivot point here. Why up. See up. There we go. Finally. Okay, so basically we have this one. It's floating a little bit, but we have a sinc function, so we can just go in here and just press like sinc. So then you get this effect. Basically, what you get is that it will from more angles, it will look more denser. The only thing is what you get, you get this effect that it can be very sharp. Now, of course, this is a basic grass. This kind of stuff, if you make your own textures, you have much more control over because you can have, very small little bits here and there sticking out in order to make it look much better. So we are kind of like sacrificing this because we only have, very small bits of grass. So if I have this, because I am speaking about small bits of grass, I'm going to just first of all, go to my, it's twilight playground with my noise and maybe like my fold and the curl and everything. Because we now do have the geometry, and the hope is that when we do that, we just get a bit of a nicer result. And now next thing that I'm going to do is, I'm just going to go ahead and I'm going to make the scale a little bit smaller because I feel like we're still going way too big. So make the scale smaller, play around with your first and last to make it closer together. Like this. There we go. Now if we just also go in grass B cut out and also just go ahead and open the same grass cross. No, I don't care about my extra LDs. Why up, there we go. So now we just have this really nice dense bit of grass. It's a little bit hypoly but that's why we have LDs later on. So we got this stuff. I would say that if I just make it a little bit thinner on the Y axis or a little bit smaller on the Y axis, maybe also a little bit on the X and Z. There we go. So that's just like a small grass patch. I feel like that we're getting there. I feel like we're getting very close. Maybe play around to your first and last a little bit more. I don't know if there's anything that we can do with our graph to make it look more interesting. No, I don't think there is much. I think the only thing I'm going to do is I'm going to go to notes and then just Oh, I'm not sure if we can do it with this one. Yeah, because these are leaves, unfortunately, we cannot really, see, here, we cannot do, like, actual little bit. You can do a little bit with like the position, but it's very annoying, but that's the only one that I wanted to change anyway. So we got this stuff. Let's go ahead and save scene. And let's just go ahead and foliage. Grass. Cars under score A and save this. And now what we can do is we can just check this out inside of Unreal. So let's also export this foliage, cars A, save scale 20. I'm guessing. I'm just making guess over here. But let's go ahead and do that. Let's go into Unreal. Now, I'm just going to go ahead and just pass the video because this is the exact same setup as that we've done 100 times by now. Okay, here we go. So the scaling was pretty spot on. I think what we need to do is we just need to reduce our transmission or transmissive or subsurface, so many names. If we just tone down that intensity to probably like 0.1 on both of them. Let's see. How is our sub D color? Yeah, actually, the color is fine. Maybe our color overlay, we need to go a little bit of a darker color overlay in this case. Yeah, this is just some little balancing. But there is going to be a balancing pass later on. That's for now, keep it like this. Yeah, there will be a nice balancing pass later on. But for that, I want to first dress my scene a little bit and play around with the lighting a bit more so that I actually know how this will look. So this is basically just a small bit of grass. Now, same technique. What you can do is you can go into foliage. Oh, just very quickly, open it up. And if we just go ahead and just in our level of detail, set the group to be foliage, yes, and just add like three LODs. So k zero, one, two, see, almost no change. So that's also done. Okay, foliage. Throw this in here. Just go ahead and right click and press or just make sure that it is not turned on this one, so that we only paint with this version. Let's say 0.8 to 1.4 in our scale variation. Okay, if I paint around to it, I probably want to set my density to 200, 300 maybe. We'll just add some more pieces per drawing over here. And now, basically, how that would work is like, Well, it will probably not look like this because there isn't actually much grass in this area. But, yeah, you can just, like, carefully, like, do some nice grass painting. I'm going to set my density to like 1,000. There we go. So that I actually paint some solid grass. But it's also nice to just fill up, like, extra spaces or just to blend stuff out. But yeah, it can hide all of our other details, so we don't want to go too overboard with that. You can just hold shift in order to, like, reduce the effect. So here I can do, like, shift at the very outreches and then only have them like a little bit sitting in here. But yeah, I will go over some nice painting techniques, and I'm not even looking at my reference right now. It's just like a little showcase that we have over here just to test out our foliage. But yeah, once that's done, that's looking pretty good. So we got, like, some nice grass sitting in there. So easy does it. So grass. Yeah, that works. See, you get some nice grass. I will work on this later on. Also, a trick, and remember this one because I might revisit it later on. If you go into grass because these are planes, sometimes if you go down here into bold settings, so sometimes the distant fields do not generate correctly. So I tend to always just turn on two sided distant field generation, and that seems to work better because it just keeps in mind over here, if I just save this. I basically just keeps in mind that there are two sides to this mesh for distant field generation. So you basically can just go and just press apply, and it will just improve the generation. So plan B. Oh, Plan B already has it, Plan A. Here we go. So you might not see much now, but just in the long run, it will make things a lot better. And also, don't forget sometimes just look at screen percenta 200 to get a feel for the final view. Things are starting to slow down now, but that's probably because I have a lot of programs running. But it's starting to look really nice. Like, we've got some nice foliage going on here. Yeah, we got our grass. So that is a quick way to just create some grass. Now, in the next chapter, what we'll do is we will go ahead and we will create some long grass, which is the one that you see here. And once that is done, our ground foliage over here is done. And then I'm just going to create one tree because there are very little trees, so I'm just going to create one variation of it. And yeah, that's going to be quite easy. I think we can even just, like, steal a template from Speed tree to make most of it, and I'll just go over how it is made. So let's continue with that. 38. 37 Creating Our Tall Grass: Okay, so because all the techniques in this one we have already covered, I'm just going to speed things along a little bit more just to save a little bit of time. So for this one, basically what you want to do is I have found this texture over here. Oh, 1 second. I'm in the wrong folder. Come on. There we go. So I'm just calling this graspi. So I have found this texture over here. It's from texture.com, it's called bamboo. It's just a simple bamboo leaf. It's just like basically go for, like, a long leaf. So this is easy stuff, like we have already covered it. Then what I did is I went into Maya and I just grabbed a plane and I just bend the plane at the top. Now, the way that you can do this is you can very simply, if you clone this, if you go to sorry, yeah, surfaces. And then, sorry, deform, go to deform, non linear and then use a band modifier. And this bend modifier over here, it's very easy. All you need to do is go into your channel modifier. And here you have your bend and you can set your Whoa. Jesus. You can set your curvature. So if you set your curvature to like 40, what you can see is this. You can see that starts to rotate. Now you are able to simply rotate this, and all I did was I rotated like this, and then I just set my low bound to zero so that it only rotates at the top. Now, of course, this works better when you already when you have a flat plane. Basically, with this, you can just play around with your rotation. So all you need to do is just get the top rotators. Honestly, getting the top rotated isn't even that important. It's just something that I happen to have done, but you can still get away with like a flat plane. All I did with this one is I just did in my UV editor, I simply just grabbed my actual shape and just mapped it and just mapped it on one of the leaves. So that's it. Once you've done that, you can go ahead and at this point, I will start picking up the real time part. I'm just going to go ahead and I'm going to export this, and I'm going to do an export selection. Export foliage and just call this grass nscore long. There we go. So yeah, I just want to speed it along a little bit. Okay. So now what we will do is we will go ahead and go inside of Speedway. So this is the mesh that I already created. I did this as like a prototype. As you can see, it has a little bit of junk here at the bottom because of our sink. But I will show you in real time how to get rid of that. But yeah, basically for this, because it is literally just placing leaves inside of a circle and just bending them, I just want to go over the settings just to not make things too boring for you. So same thing as always. I just imported my material. And I just input it also my mesh over here. And this mesh, yeah, I just directly imported it. Orient is Y up, and then the flip is X minus Y minus Z. So I do think these have an importance of it. So you can, if you turn on alignment, you just want to basically align it with this little leaf that you see. Now, once you've done that leaf, I set my number. So I basically have just a zone, and it's just a zone set into the center with a that's literally it. It's just a zone set into the center. That's everything. And then in our leaves, it's just adding a leaf mesh, proportional. Let's add like a number of 200. That's basically what I went for around 200. All of these settings are left. I didn't care about it. Even here, the first and last, we can also just set to zero and zero. I don't care about it. If you want rotation, I can set to zero position to zero. Oh, no, sorry. What was it? Okay, so rotation. Now, rotation doesn't matter. Position does matter. So position, you want to set to around 0.05. Is just a rotation that it's not important. It's just leftover for me playing around with my settings. Size scale, I went for around 1.7 just to make it a bit bigger. And sync this is the sync. I just set it to 0.33. And the reason I did this is because when we go to the other settings, I found that it just gave us a nicer bend, basically. So if I go to the other settings, if you go down, forces. Oh, no, wait, I did nothing with the forces. It is still here, but let's delete that because it does nothing. So no forces, leaves, I set this scale to 1.08. But honestly, if you want, you can also go for one. It doesn't really matter. So, almost none of the settings I'm touching. The only setting I touched here in local orientation is the aligned setting, which literally just pushes this out. So I set this to -0.24, and it's just basically just to give it an angle. That's it. For the rest, I didn't care about this. Final adjustment. The only one I really care about is the out because the out sets it upright. If we set this to around zero, it was in the wrong direction. So 0.5 to just make it upright, just like the grass that we did. And honestly, right and left, it's up to you. Like just have fun with it. I don't really care about those settings. That's honestly about it. Like, we have some curl, and the curl basically just gives us a little bit more of like a bending. But the bending, it's not as straight, so it's not perfect. And we have a vertex deformation to just make them look a little bit less perfect. And I believe the last thing, yes. The last thing that I did was I went for, I believe over here, I went for the scale here, and I literally just in my graph, I just set it low and then high to create a few of these small plants over here. So that's it. That's honestly it. And then it's done. Now, at this point, I will just go ahead and I will properly export this and I will show you how to cut off the top because there is a technique for this because we need to kind of like because this is speed reef for wheel engine four, we cannot do everything in here because we cannot just do modeling in here. So having this piece, I'm going to go ahead and I'm going to do a quick saves, and I'm going to save this in saves foliage, grass and just call this like grass sco B, save. And now let's go ahead and export this, and I'm just going to export this to unreal foliage, grass B, save. Set the scale to 40, I'm guessing. Let's try 40. And now if we just simply go inside of Unreal engine over here, I just want to go ahead and in my foliage, grass, let's go in here, and I do need to set it up still in Unreal engine, but that will only take a second. So let's just go ahead and import all of our bamboo leaves. Don't forget to just go into your nom map and just flip the green channel. And now if we just go into our materials, let's do grass A and just duplicate this. Grass, let's call this tall unscoreGrass. Here we go. And I'm just going to quickly trying to do this as quick as I can. I could just pass the video, but it doesn't take too long, so let's art your subdmp. There we go. Okay, so importing. This one, we need to import, but then we are going to use a technique to also export it again so that we can edit it. So if I go ahead and I'm going to export unreal, I'm doing this on my other screen. I'm just grabbing my grass B over here. Press import. Oh, that is very small. I I do want to set the scaling correct right away. So let's just go export this grass B. Let's set the scaling to 80 maybe because quite if you look at this, it's quite a large plant, actually. So let's try 80, reimport. Yeah, that should work. Let's just add my textures and then have a look. So materials, tall grass, just throw that on here. I want to go I want to go bigger. Let's export this grass B. That's y 100. Rimport? There we go. 100 should be fine. Like we can then also just scale it up and down if we want to. So, Okay, so we got this mesh over here, the grass B. So the problem with this one is that, of course, now we need to cut this out. So we want to export this to Maya. The way that you can do that is you can actually just go into your foliage, right click Asset Actions and press Export. So like this, we can go ahead and we can export this, and we can export this to let's see, source files, export. From Unreal actually, you know what? I'm not going to do that because it's just another fold that we probably won't use. Let's just call this tall grass underscore from Unreal and just pass Export. And I always tend to go for FBX 2018 ore 19. I tried to match up with my Maya version. Now, my Maya version is 2020, oh, well, so you can just turn off all this stuff over here. You don't need it. You just want to press Export. Because now the nice thing is that we can now simply go inside of Maya and over here, I just quickly save this scene. By going saves, foliage, grass, tall unscore leaf. Save, okay. And now if I just go ahead and just create, like, a new scene, and I basically just want to import or grass that we have just exported. So if you go exports foliage, tall grass from unreal and import that, it's very large. But okay, now that we get this, don't worry about the triangulation. It isn't actually extra expense because everything is always triangulated inside of an engine. So when we export this back, it will still be the same. The only thing that I want to do in here is if I go to my probably like my site view, just wherever the center line is, I just want to select this, and you can do it nicely. Like I can just do this and just press delete or if you really want, you can just go ahead. You can use what was it like a cut tool and just click and ag like this. And then technically, you can, you can cut it super precisely just to get a nice tool. But anyway, the goal is that we have this piece now. We can now go ahead and we can just export the selection and we can say exports unreal foliage. Tall underscore grass, and then I will probably just remove grass B later on. Let's say tall grass for now, then grass B, I can just nuke out later on. So let's import our tall grass. All of this. Actually, uniform scaling needs to be one because remember, this one we have from wheel, so the scaling is actually already correct. Now if I go here, same scale and material, it should be exactly the same. See? Exactly the same grass, only we have saved quite a bit of polygon count. And now all we will need to do with this one is we can just go into the tile grass and we can just go into our let's first of all, do two sided distant fields. Let's press apply. And now let's go in here, set this to be foliage and set our LODs to like three and just press apply. So now we'll go down to 4,000 2000. We can probably go even lower, but we have quite a few leaves. Okay, perfect. There we go. So I hope it wasn't too confusing. If you don't like me doing stuff like this and really only want to have everything in real time, just please send me, like, a personal message on our station or something, and if I get enough of those, then I get the hint. But I just wanted to try this out. Like, just like you, I'm also learning with every tutorial that I make. And I just like to try out new things. And this time, I because I happen to have already made it. Like, most of this tutorial, I make from scratch. I don't make it like upfront before. I just make it at the same time as you guys, just because it's often very basic. And well, it saves me if this environment takes me 40 hours to make it literally saves me 40 hours compared to when I would need to make it first completely. So it's like a balance to have. You guys get a cheaper tutorial. And I don't have to I don't get a burnout from making 80 or 100 hours on an environment. I can do live streams, so talk more about that stuff. I will do that in the future. I'm going to do like YouTube live streams, and then you can ask questions about my decisions behind some of these things. But okay, we got our leaves. Enough rambling for me. This is looking cool. Especially with tin leaves like this, it's perfect when you go with, like, a higher screen percentage. There we go, because you can just see the leaves. So we got those pieces. We are starting to get a very nice and dense mesh. In the next chapter, we will create our tree. And once we've done that, we are finally done with the foliage and we can start by actually placing it around. So let's go ahead and continue with that. 39. 38 Creating Our Tree Part1: Okay. So what we're going to work on now is we are going to work on a tree. Now, we're just going to make one tree because we don't need that many more variations. And for the tree, we also do need a branch texture. So we cannot just get away with like a leaf texture. We want something more in direction of this. You can see these branches that you often see or like these ones. And I'm going to first of all, try and see if I can use one of those or maybe like a smaller one, like you can see here. I want to try this one over here, the maple branch. And if that doesn't work, I will show you a different technique. If it does work, I will very quickly go over the different technique just so that I have all bases covered. But let's go ahead and let's just download this. And let's go ahead and go into our foliage tree branch. I'm just doing this on my on screen. So here I just drag this in here. There we go. And I already went ahead and set up inside of substance designer so that we can export our maps over here. Now, for tree branches, I would say that mega scans, if you haven't heard of it, megacans is photogram tree based, and they are really great with this stuff, but because mega scans is paid, although it is free for Unreal engine, actually, because it's owned by Unreal Engine, I do not want to use it because I cannot use it outside of Unreal Engine. So for this kind of stuff, I prefer to just use a resource that I'm 100% sure is pretty much free. I know that doesn't make any sense since pretty much free, but anyway, basically, we're just going to go for a blank. Now, if you want to save some time, you can go in here, and you already have some templates. For example, the broad leaf template. If I open that one you can see so here. There are some trampldes, but we are just going to go ahead and we are just going to make a brand new one. So tree. Most of this stuff, even if our branch doesn't work, we can still do all this. So let's get started with this time an actual trunk, and this time it's going to be like a big one. So basically, I'm going to split it up in a few ways. So we have our very large trunk over here. It's going to be just simple one. Let's go ahead and just go down to our length and just set it to be a little bit higher. Let's go around here. I don't know 33. I don't know if there's meters or feet. I'm from a country where we use meters, so I don't even know what 30 feet is, basically. It could be way too much, but anyway, we can just do the scaling later. Noise. So the noise is just like if you want to add some bending or something like that. I don't know. Do I want to do that? Maybe like a little bit, if I set the threshold down and maybe give it a little bit of noise like this. This one is just like for the waviness. So let's not make it too much. This piece, we can just keep very simple. And the radius, let's set the radius to be quite a thick tree at the bottom, and then just like overhe you can see it slowly goes to the top where it becomes less. Yeah, let's just leave it like this. So just a very simple basic tree. This tree will also be mostly in the distance, so I don't need to worry too much about it. We are going to take care of these caps later on. For now, what you want to do is you want to right click art geometry, and to this, you want to add branches. So if you go for big branches first and then we can go for little ones. So the big ones are just these ones over here. And basically for these branches, you can have a look if you look over here, so there will be smaller ones in between this. But if we have this one to get started with, see, frequency, I'm going to go for so they often going in like intervals. Let's say, I don't know. Yeah, actually, let's just go for around 1.4, and then you can also do the count over here. You can add more or less. I'm just going to have not too many. So yeah, let's actually keep it at four. So I'm going to go for, like, four in our count because we are going to have a lot of small branches, and those will actually add quite a bit. Now over here, the geometry of this is really high often. So I'm just going to go through some of these things like most of this stuff, I don't really care about because just rotation. Most time, you can just play randomized in order to get some interesting branches. I would say that the length of them is too even. So if I go in my length, and then in the absolute length, just add some randomization. Oh, it would be nice because they call segments length, but they also call spine length. So this is the one that I of course mean. Why not? Oh, it must be this one. So it looks like that by default, instead of using the absolute, they basically calculate a length based upon the length of our actual trunk. So that one over here, you can see that they already played around with the settings, although they made their graph be like a smooth graph over here. So you can just, like, play around with this to get a few different lengths. Something like that, for example. For the rest, I would say orientation, start angle, maybe set my start angle to be a bit lower down the bottom, and then it just kind of goes up, something like this. So here at the bottom, it's just like quite straight, and then slowly it will be pushed upwards so that they are going towards the sun, basically. And for the rest, I don't I'm not sure if there's anything really special here. Maybe I want to make my noise a little bit less, but I quite like it. I think all I'm going to do is I'm just going to go ahead and go into my segments. And when I optimize this, the noise will automatically also become a bit less. So let's go ahead and go optimization. And let's set this down to around let's say 0.8. So now we went from 27,000 to around 9,000. Now, in order to fix, for example, this cap over here, what you can do is you get very simple simply go to the trunk, right click, R geometry and add cap. And then it will split this up, and it will just add like a quick cap that has a bit of a broken off look on the top, and just fit that. And we can do the same with big branches, right click, R geometry, cap. And that will just add some nice little caps to make the branches not feel like they're just stopping, but they actually just like they just end in that direction. Now, once we've done our big branches, we can ar geometry, and we can go on to little branches, like you can see over here. So these little branches that we have over here, let's have a look at these. So how is the frequency? Sorry, I mean, the count. I think I'm going to set my count to four. So we got these branches. That's all fine. I probably just want to go in and first of all, because look at that 67,000 triangles. Let's go ahead and just reduce Okay, we do need to keep. We definitely just need to use our LLD. Let's set the optimization to 1.5 to keep it like that for now. But yeah, we definitely need to later on just work on our LLD. I will show you a technique in order to optimize more, but that's for our branches that are going to be on top of this one. So I'll show you how to do that. First of all, let's go ahead and go into our length. And then here we can once again just play around a little bit more with the length just to give it a little bit more variation. See, some of these punches, I'm not a big fan of. So I might want to actually set my optimization a little bit lower. Here we go, just to get a bit more of those branches out. Okay, so normally, when you have these branches, there wouldn't be leaves on here. There would be even thinner branches. But if we would make those even thinner branches in actual geometry, that would simply be way too much. So instead, what we're going to do is we are actually going to have a texture, and I'm not sure if I can find the texture in here. So it will be basically like an empty branch texture. So it will look like these ones. But then, of course, in the form of a branch. And I'm not sure. So I know that substance that Spetree actually comes with one for free, that we can most likely use. So if we just go ahead and go to File and just press New, is it in here somewhere? So here, the broad leaf sampling, that one comes with Speedree. So what I want to do is I want to just quickly see if this one comes with its own empty branch. So fresh don't think. So he can see like the power of this speed tree. You can make something really nice. But this graph is also quite a bit bigger and more complicated. Okay, so if this doesn't work, I will show you technique and this technique you can also use for your actual leaves. So basically, if you go to file and New, you have this cluster over here. And if you click on this, this is what you get. So a cluster is basically that it's basically like a texture creation. You can almost see it. So what I can do with this is I can go in and I can say I don't need any leaves. I just want to have some empty branches. Now in here, I can just go ahead and I can say, let's see. So what do we have here? So these bunches, you cannot actually add more to them that easily just by the way that this is made. So you can handwrite. You can go ahead and hold space. And then you can hear, you can hand draw some branches. So you do that just simply by holding space, basically. I don't think I think space this punch. Oh, there we go. Yeah. Like this stuff, that would be way too small. Like, I'm not going to do that. But basically this way, I can add, like, a few more. That's how I tend to do this. Because I only care about the side view, basically. Mm. Yeah, we have like this one length. Let's say the length for this one lower, needs a little bit more custom work to get white, but I just need something very simple. Well, let's see, I'm not sure. Let's delete this one. Let's just make it a little bit lower. It sometimes has a bit of pumps registering where I want to actually have the branch. Let's do something like this, for example. So we just have a super basic branch. Now, all we will need to do for this is we have a sample, so we can just drag this on here. And if we just set this color to be like a brown color, that should already be enough. So if I just try and go in here and just set this to be let's see, like a dark brown color because this will be very obscured. So you will not be able to really see it. The glossiness to zero. Um, actually, yeah, we actually don't need those. Let's just say something like this. Like, I can just ignore the There we go. I can just go ahead and I can ignore the glossiness of this. I don't really care about that. I just care about the base color. So I got this stuff. I can just go ahead and quickly save it if I want to. So here you can see speed tree like the samples. So they do actually have a few samples. There's probably one in here that has this branch, but if I just go ahead and save this file as textius foliage tree branch, empty underscore branch. Let's save this. Now, I am aware that my texture is also a branch, so I kind of need to see how many of these we need, but I do want to have empty branches. I don't want to have everything with leaves. So basically, if we go what am I doing? I still need to render up my texture. Basically, if we go to file with this and go to export material, what you can do now is you can go for an aspect ratio of 1024 by 1024. And for the rest, like, all you will need is you need your opacity, um you can have a normal and gloss. You can have all these maps. Like, I don't need an em inclusion or subsurface, so I can just get rid of those. I don't need gloss. I just want a material opacity and normal. That's pretty much it. And for the rest, don't have shadows tone on all of these settings are pretty much fine. You just want to go ahead press Okay and just call this empty branch and just press save. And what that will do if you give the second is it should huh? Where did I save this? Oh, wow. I saved it in the Wong folder. Let's try that. So, save. There we go. So now it should have Well, this one you cannot see because you need obste in order to see it. But yeah, basically, it will also baked like no map based upon what we have over here. So it's just a very quick way to just create an empty branch. But yeah, this is not too important, so I don't want to spend too much time on this. Basically what you want to do at this point is you want to go ahead and create a new material, and I'm just going to call this empty unscor branch. And I will also create one that I will call leaves. Paso. So for the empty branch, just throw in your color and your opaciteOon opaste. I need this one. And then for our leaves, we just want to drag in just every map that we have basically. Like this. So we can now just go ahead and start working with this. So for these leaves, turn on two sided, go into meshes and press it. And it looks like that your mesh starts over here. Now, I'm just going to go ahead and I'm just going to cut it off over there because I don't need those last two extra leaves. They're a bit in the way. So I'm just going to do this, and then don't forget to also set your angle and add this to your leaves like that. Now if we just go back to materials, empty branch, press add it. You over, you can go to show opacity in case you cannot see it. And empty branch is just going to have some very, very basic geometry. Like this. Okay. I think I already showed you, but you can press over the X point to get rid of any points that you do not want. So let's go for something like this. Add those. And now we basically have these two variations. So with these two variations, if we go ahead and go to our little branches, we can start by adding some geometry. So let's start by adding a leaf mesh, and this leaf mesh is going to be our full branches that have like the leaves just to make sure that that looks correct. So if we go ahead an artist, this is what we'll get. So it looks very silly right now, but don't worry. We can go in here, set our mode to be portional and just boost up your number first, and then boost up your size scaler quite a bit. So let's see what yikes, that that still looks quite bad, but maybe we can make it look good. So we got these pieces over here. So at least we do have the branches. But yeah, we definitely need to work on this quite a bit more because over here, they feel much more organic and much nicer placed. So having these pieces, I'm just going to go ahead and let's see. First and last, how is that going? I feel like it's pretty much on, it's pretty much placed everywhere, so I'm not too worried about that. See, we have a size scaler. I think what we need is we definitely need to go in and go into our xt, we can also go into our leaves over here and just randomize the scaling a little bit. Like this so that we just get some randomized scaling. But, we mostly just need to go in here and just play around with the orientation. So final adjustments. If I go, let's see, up, we don't need right. I'm not too worried about an out. Out, I do want to push this out a little bit so that it's sticking outwards. Now on top of this, let's have a look at our local orientation. So we have some fold, a line and face, which I'll do not do anything that I want, so I don't care about that. Let's go into our deformation, so hopefully this one can give us something. So we got some folding, so that's looking good. We got some curling and we got some twisting. I feel like we need a little bit more geometry. So if we go into our leaves cut out, just boost up the tesselation a little bit on just a hip there we go. We should be able to just give it a little bit more pieces. The only thing that I'm worried about is that our leaves are too close together, because right now it just feels like a tree where we just randomly place these leaves on. And yeah, I'm not sure that doesn't look too good. So but first of all, let's just play out with, like, our vertex and our twisting. Yeah, it's definitely something that we need to work on. Okay, so let's say that we have these leaves. Now, I'm not sure if I'm liking this, so I might want to end up not using this one. However, what I also want to do before we move on is go to my big branches over here, and I want to right click, and I want to add a leaf mesh to this one. So when you do that, we get these leaves over here, and you might have guessed what we're going to do. We are going to add our empty branches to this. And then we do, of course, need to go in here and probably make those a lot bigger. But they will basically be some empty branches if we go from absolute to probably proportional. And you set the number to be quite a bit higher. Here we go. Oh, settings make this two sided. So we just got some empty branches in here. Let's play around a bit more with our size scaler to not make them. Too much, you probably also just want to go in and just import that normal map, just make them look a bit nicer. And if we then go in here and let's have a look, so we have the fold, the curl, most of these pieces on the empty branches. I don't mind too much. I would say play around with it a little bit. I think what I first want to do is I first want to focus on our actual leaves over here. Now, if I just quickly open up because maybe I'm able to use some of the speed models that we already have here we go. So if you go into your installation folder or for speed tree, you actually get quite a few samples. So what I want to do is I just want to open one up like this and have a look over here if we can maybe reuse one of these textures. Because yeah, texture wise, the way that these textures are made are literally by going in here, adding leaves to them, and then rendering them out. And you create those leaves simply by going here. Downloading leaves and mapping them. So it's literally what we've done before. But because we literally have only one tree in the distance, I'm personally not really first of all, the main bark over here, we can already use that. So I can literally just go to my main bark, go up here, to copy, and then just go to my new speed tree, go to my trunk, and if we just go ahead and create a new one that we'll call bark, And with this bark, you can go down here and you can press paste. And then you can just track this on here. See? So that already creates a bark. Oh, am I crashing? I don't I don't think I'm crashing, but just in case, let's save my scene. So, this tree might require a little bit of back and forth to just to get everything looking nice. So I hope that you're in for that kind of stuff. Let's go ahead and make a fold called tree. T A. There we go. Okay, so we got like the ti tree. That's fine. It's just our leaves that are currently the problem. So let's see here you can also see how they do it. So they basically have the branch. Okay, something is definitely my viewpot is no longer. There we go. My viewpod was not responding. So basically, they have the leaves. Then they are the branches. And then basically they add extra, broken off pieces, which is quite a nice idea. I could also do that. And then they are over here of thinner branches, and then they add the leaf meshes here. But these leaf meshes are often quite a bit larger, it looks like. So let's have a look. We have this one that's open up because I can't remember there was like, Wally, do I really need to navigate to this again? Here we go. So we have this one, which is like a bigger tree, and this one comes a little bit more closer to what we're looking for. Now, this tree is very interesting because it has like a double bark or something like that, which is quite cool, but we're not going to go for insane details like this. I just want to go ahead. Oh, here we go. So here, these were the bear branches, and it looks like the way. Oh, yeah, they do have a better way of using it. Let's copy this way. So basically what they do I showed you how to make the bear branches. I guess we can just use our own. That's no problem. Basically, they just add it all in one leaf mesh. So instead of me adding it to the main branches, which doesn't look as good, as you can see here. So I'm just going to delete that. They added to the leaf mesh. But let's go ahead and let's go in here. Let's go for see spring. And let's go ahead and copy this. And now if I go to my A, I can go to my leaves, and I can just go ahead and paste this. Now, if I go into my meshes, I just need to go ahead and press Edit, because for this one, if we just go ahead and we need to probably completely do like a reset for this, I'm just going to go ahead and I'm going to make a Can I probably copy this? I assume I can. Yeah, here, I can just press Copy. Ah, wait on which 1:00 A.M. I? Spring, let's go ahead and here. Copy my leaf mesh. And I'm going to cheat and just quickly paste it in here. There we go. So now, at least it's like, this is already looking a lot better. So textis matter a lot. So basically, the way that they did it is they have their leaf mesh. And then if we just go ahead and go down in our leaves over here, just press the plus sign and add some empty branches in here. And then these empty branches, I want to set my weight quite a bit lower that they do not overtake too much. I want to only have 0.3. So 30% of them to be empty bunches. Yeah, and here they fit in night. Here they fit in quite a lot better. These empty branches over here, I'm going to improve my texture a little bit, and the way that I'm going to do that is I'm going to go to my bark over here and copy it, and then simply go to my empty branch, paste it in here. And then I'm just going to go ahead and file and just do another export material, and that will just overwit the material. There we go. And then in here, if it doesn't automatically update, you can just go ahead and you can just redrag it in. So we only need our Normal. There we go, see. Okay, we're starting to get there, so that already starts to fit a lot better. Now, let's go ahead because I'm just kind of in the mood for making this look a lot better than I initially expected. Let's work on that. First of all, bark, throw the bark on your end knobs over here like that. And now what I want to do is I want to go ahead and we have our trunk over here, or big branches. Let's add another big branches on this one. Or little branches. I think I want to go for big branch because they're bigger. Now, in the big branches over here. Yeah, too high for the parent. That's literally what I'm going to work on. I want to go in and set my first to zero and my last down so that most of these big branch are, like, near the bottom. Yeah, you can kind of see that happening here. So most of them are now at the bottom. Let's get rid of these messages. Oh, God. What did I do? Window layout properties. There we go. Okay. Sorry. Now, basically, I'm just going to break them out, and there is literally a setting for breaking. I know that this is a different way than they did it in the actual demo, but I have my own ways of doing this. This is being made by a professional foliage artist, I'm going to go the easy route, basically. So if we go in here and let's go ahead and there's a chance of breaking, where is it? Late no break here, break. Chance is one. And now you can see that all of these bunch are broken, and then the spot, I can lower that down. So here I can have these branches broken, and then all I need to do is add a cap to this and throw on our bark to this cap. And there you go. Now we have some broken branches that are just, like, broken off sitting there. Some of them are broken, some are longer, some are shorter. And I quite like that variation. So we got that stuff. Now, let's go into our leaves because these leaves, we actually did not yet edit them. Like we didn't do anything with them. They're now just placed here. So they are actually placed in a really nice location for something that we only change the texture of. So let's go ahead and go into, like, our set our last Yeah, our last is fine. And first, let's set our first a little bit lower in the minus, so -0.1, just to push those branches down a little bit. I think what I want to do is I want to go ahead and maybe because I need to make this more dense, basically, we can do it or by adding more branches or maybe pushing our large branches, a little bit back by setting our length lower. Twilight first. Let's go into our spine and set our length a little bit lower. Okay, so that just removes the branches. So that's not what I want to do. Our little branches over here, we can go to our first and last and set our first or our last a little bit lower. That works a little bit by pushing closer, but I think I will need to add a few more extra branches in here. So let's set the count. There we go. Let's set count to around six. Yeah, okay, it's not too bad. Let's set our optimization a little bit. Oh, wow, we're way over time. Sorry about that. I try to keep my chapters 20-30 minutes to keep it more digestible. But let's set our optimization actually quite a bit higher. To the point where you can start seeing it. So I can go quite far before really start seeing it. So let's go for 1.5 in the optimization. And now, because we have so many leaves, what we can do is we can go to, like, our smaller branches, and we can also push the optimization, and it will be quite difficult to even see it because there are so much stuff going on. Okay, so we got this stuff. That's looking pretty nice. Let's see. So these branches yeah, yeah, this is all looking quite nice. It just looks like a round tree. I don't know if we maybe want to do something with it, like, have like one side of the tree a little bit deformed compared to the other side. The way that you can do that is go to forces, and we can add actually, season light is quite interesting. So season light, basically what it does is it attracts thinks it's like a sunflower. Yeah, sunflower, that's what you call it. So I don't know, let's not do a season light. Maybe if we go ahead for maybe like a magnet. Let's go for like a magnet and just have a little bit of the tree growing in one direction to almost make it look alike that one direction of the tree doesn't get a lot of light because it is between buildings. So it's specific to arsen. But if we now go ahead and I want to probably go for the small branches, have those start to go towards light. So small branches, magnet. Here, just set this quite low. And then if we go also to our leaves and turn on our magnet, Over here. Let's see. Here, we can have the growing have them growing in specific direction a little bit. Maybe even our big branches. Throw on the magnet, but set it very low. Here, 0.4. That just adds a little bit extra. And honestly, I think at this point, I think we got our tree. I feel like maybe at the top, I would just want to make my branches a little bit smaller. So if we go to the size scaler, let's go over here and just set tops to be it's a little bit smaller. And maybe also in like a little branches, let's go to a size scaler and double click and just set this top s to be a little bit smaller. There we go. I think at this point, this should be fine for now. Let's just first of all, try it out before we do anything else. So I'm going to save my scene. And in the next chapter, what I will do is I will start by exporting this to reel engine, setting it up, and adding any polishing if needed. 40. 39 Creating Our Tree Part2: Okay, so for the export, now, the export for this one is going to be a little bit different. And this is because we used textures over here that are part of Sper. So because we use those textures, and although same basic concept goes for if we would make our own textures, we want to go ahead and want to export this with textures because ls I would need to go in and navigate to my textures and all that stuff. So if I go to Export, I can go in here and call this three A, and I can go ahead and press Save. But then this time, what I want to do is I want to go ahead and let's call the atlas name Tree A. And I want to go in and in the Atlas, I want to atlas everything. Now, basically what that will do is it will go ahead and it will pack textures into like a nice little atlas. So we want to add last everything. Yes, non I think it's everything. I always forget which one of the two. For the rest, separate materials. Nah, I don't think I need to do that because we have all of our textures in here. And I'm going to go ahead and max size. You know what? Let's set this to four K because we will most likely add last. Literally, we will add this our leaves, our branches, and our bark, so I just want to rather have it high. And I believe that that's about it. LODs we will do inside of Spetree scale, I'm going to start with 50 and just press Okay. And then what will happen is if we go in here, exports, sorry, unreal and foliage. You can see over here that it has created an atlas for us. That's not a very good atlas. Did I mess up the scaling? Make size okay. Okay. For some oh, wait. Of course, I decides to make this a 248 by four K texture because of our tree bark over here. So we can technically do separate materials in order to save that. But first, I'm just going to check it out inside Unreel to see how bad it is. And that is quite nice. Now the shadows are generating, then you get a better sense of how it looks because with shadows, it, of course, gives us a lot more volume. So let's go into Unreel Assets foliage, three A, let's import. And what I'm going to do with this tree is give it a second. So this one takes quite a bit longer to import because, of course, a lot bigger. Let's just go ahead and place it here so that I can wide away. Yeah, okay, that might be a little bit of a big tree. Gigantica is what it could be. That's the name of a very, very large tree. So let's go ahead three A and 50. I think I'm going to go for half the size. Half the size, yeah. So let's go for 25. Export. While that's exporting, let's go into our materials, foliage, and let's just go ahead. Oh, yeah, we do need to separate it because our bark does not have a translucency. Although, actually, maybe we can use our map. We might be able to just use our map. So let's go for the tall grass, and let's just go ahead and, like, duplicate it and just call this T A. If we go into our foliage, T A. Now, I am missing my roughness. I don't know why, so it's not the worst thing, but oh, yeah. Um, it should be that the thumbnail will show us as if it is a square, but it should not read as a square. So we should be able to just go into our materials and foliage, go to A. I normally do not include the bark in my foliage. That's why I'm a little bit hesitant, but I can just give it a go. So we have our base color. We have our normal. We have our subsurface, and we literally miss two of the most important maps, but okay, one of the most important ones. So it doesn't have an obeste no, but these ones do. I think it adds to the color. That's probably it. If we go in here, one a bit. Yeah, see, it adds the opacity in our color, but even so it is not generating a correct one. Or see, it's not generating a fill white one. Now, we can technically just go and set our maximum Alpha high, and it should push it into the white like that. That is one way of doing it, but I feel like the bark is also here. The bark is also not lining up. So I officially do not trust this, so I'm going to go ahead and export this. Oh, by the way. Yeah, actually, let's do that first. Let's export this three A. So the scale Pablo is already right. I'm going to go ahead and press separate materials, and I will see how this looks and else, I'm just going to navigate and find the textures myself. So let's go ahead and go in here. A. Just wait for a second. Okay, how does that? Yeah, you know what? It is not doing what I want, so I'm just going I'm going to actually find the actual materials. So instead of me trying to mess around with this kind of stuff. But first of all, let's just re input this so that I can check out the scale. So it just means a little bit more setup with our textures, but that is no problem. Okay, so this is pretty good. We do have a little bit of, like, a problem that it's way too white the tree for this specific area, but I might be able to I might be able to, like, clip it in there, and I'm not sure how bad this will be, because, of course, here what happens is trees they grow against like building. So I could literally make it that it's like one side is flat, but I still want to use this tree in certain other areas. So we'll have to have a look and see what exactly we're going to do with this. Having foliage clipping in a game environment, it's like a classic, but I could do, something like this, and then it technically would still work. So, okay, for a tree, what I'm going to do then, in this case, is I'm going to export this but this time, I'm not going to have an atlas in here, so I'm just going to export this without an atlas and just plat okay. And now, first of all, go into real because we already have one of the textures. If we go foliage, tree. So let's first go ahead and navigate and find our tree branch over here because we already have this one ready to go. So we can just go ahead and import this. So we need our normal, just the empty tree branch, the one that we want. Now the next one is going to be. We need our tree trunk and everything or the tree bark, sorry the tree bark and everything. So these ones, they're all in the installation folder for Speed tree. Here we go. So if you literally go to the installation folder, then samples, then broad leaf and then bark, here you can find your bags. And basically, I'm just going to go ahead and I'm going to let's see. Is this the only bark that we have? Because I believe that there was another more stronger one, that's like a pine bark. Okay, so this bark, let's grab the bark to Closs and normal. Yes, and let's just copy and paste this into our texture folder over here. And now we also go to broad and leaves, coastal oak let's see where this one is. So these are definitely not the one leaf clusters. There we go. Leave clusters. And we need to go for oak cluster spring, I believe. Wow, so many textures. So oak cluster spring, spring gloss, spring normal, spring opacity, spring subsurface. I think that's the one, so let's copy and paste those. And I believe that that is it. Yes. Okay, so we can go ahead and just import all of these. So as I said, it takes a little bit longer, but oh, well. So we got these bunch over here. Let's go in our materials, and let's just go ahead and go tree. Doing an atlas does often work, so don't worry too much about it. It does often work, so I would recommend just trying it out on some of your textures just to see how it works. It's just that in this specific instance, it happens to not work. But anyway, I'm just going to call these the leaves, so I'm just going to throw in only our gloss and subsurface. I know that gloss and roughness is not the same, but we can always change it because it doesn't matter too much for these ones because it's such a small addition. Where's your subsurface? There you go. So, we can change that later on. If I just quickly go in here, it looks like that I need to flip the green channel. Same with my bark, I need to flip the green channel. There we go. Okay, so that's that one. We also need one for the dead leaves. So if we just go ahead and go to foliage, three A, duplicate and just call this three A underscore dead leaves and open this up. We can now go ahead and go to three A. And for this one, we have our base color, our mask. We don't have a sub map, so let's just turn it off a normal, and we don't have a roughness map, but I'm going to give us just like the bark gloss, for example. We just need something for the roughness. It's too small for me to even care about this stuff. Subsurface color, I'm going to make it black. I don't want to have anything tr or something like that. And the overlay color, I'm just going to turn that off. There we go see. So we just have a basic branch. Let's go ahead and save this. So we got those two done. The last one would be a foliage, right click, create material that I'll just call bark. All I'm going to do for this one is I'm just going to go ahead and bark, gloss, normal, import these, plug them in. Here we have assume this is a base color, base color, roughness and normal. So let's plug those in. Let's add a very quick multiply along with a constant tree vector that we will convert to Beemter and call color overlay. And this is going to be a bit of like a brownish color in order to make the bark look more brown. Yeah, so we're just adding like a quick color overlay. Let's save that. Sorry if I'm doing this a little bit quickly, but I can't spend too much time like one single thing here. For our gloss, right now, it's really shiny. So I'm going to add a one minus note, and that basically inverts my gloss. And because if one is shiny, now it's dull. So I'm just inverting my gloss. Now, it's not completely acurate, but for now, it is fine. Like I can work with this. So we got that stuff done, finally. I'm going to go ahead and I'm going to actually grab my tree and just throw it in the light here so that I can see it a little bit better. Let's open this up. So this tree, it does not have every single material on here. That is strange because the leaves do have two materials, right? Eaves and empty branch. Yeah, they do have the same material. So let's go to Export. Is there anything that I maybe have? Oh, wait, turn off separate materials. None. Include variations. Yes, packing and real engine four. It should be fine. I hope that works, and the s we'll see at this point, I'm not too attached to those empty branches, but I still want to get those in, if possible. So let's just re input this. Else I might need to re drag in my actual tree. Oh, there we go. Luckily. Okay, so we got these pieces. I'm going to go ahead and let's scale this out. So if we go isolate, these are, these are definitely like our actual leaves. So if we just go in here in our materials, so those are three A. No, wait, those are dead leaves. The other one is A, most likely. Yeah, see, the majority needs to be A, and then we have bark. Save scene. Okay, here are our leaves. So first of all, our bark too dark. We need to go in and actually let's right click, create a material instance that I will just call bark instance, and I will now quickly just throw it on here so that I can have a look play around with this. Yeah, okay, that's fine if I just open up my model and then add the bark instance instead of bark. Okay. And now these ones are going to be easy, so the A, all we need to do for that is we need to work with our subsurface. So right now our subsurface is quite bad. I'm quite surprised by that, so I'm just going to not use my map, and I want to first of all, try and see if this No, also not. Okay, fair enough. In that case, use my map. That is really dark. Let's go ahead and just open up our actual texture over here. I didn't expect this to be so dark, so let's then set the brightness to probably like two. And let's also open up our subsurface and let's set this brightness also to, like, two, three, to two. Hm, that is still darker than I thought. You know what it might be? It might actually simply be the, if we go to skylight, it might literally just be the occlusion over here. Like if I set it higher, yeah, here. So that will most likely affect the brightness. So that's a lighting thing. That's something I'm not going to work on right now because it will just come later. But yeah, here we go. Just a very basic tree, basically. But still, it looks quite interesting. So I think it will definitely do the job for us to place it over here where it will just be sitting in the sidelines. And what we will also do is we will most likely also place it for like, shadows. That we will place it on here, for example. So, we got a tree, we can just do something interesting with shadows, as you can see, like this, later on, so that we get some shadows. Now, one last thing, open up your tree go to your LODs set this to be large prop this time. Yes, large prop. Give that second. And I'm going to go probably for like four LLDs because this is a very high pool prop. It's almost 100,000 ply. So oh, four, it even does it for me. So 100,000, 55,000, 27,000, 13,000. You know what? I'm going to go for even five and apply. So that we to one extra LOD to this. And also cool thing is that if you, for example, go, for example, like LLD four, you want to lower it even more, when you select LD four down here, simply go to your reduction settings and set this even lower if you want. But okay, this is looking pretty good. I'm going to save my scene so that now this tree will most likely hear it. Like you can even go to show or It level of detail, mesh colorization. And here you can see that if I go closer here, zero, one, two, then it will most likely three and then four. So it will definitely work in that respect. Same for these ones like over here, only when we get fairly close, will they become full poles. But anyway, that's looking pretty good. We got a tree over here, so that seems to work just fine. Now, this t we still need to work on it, but that's going to be for placement. So in the next chapter, what we will do is we will go ahead and we will already do a little bit of variation painting on a rain just like with the height, and then we are already going to place our foliage. Once that is done, then I will start working on these textures over here, and we also need to, like, play around with our lighting. So we'll just make sure that our foliage looks correct. And that it all works the way that we want. And if something is wrong, then we'll fix it. But yeah, this was quite a chapter, but I think we got some really nice foliage already. Of course, right now, it feels a little bit out of place, but that's what polishing is for. So it's going to look very nice once everything is ready to go. So let's go ahead and let's continue. In next chapter, where we will do some level art with the foliage placement. 41. 40 Placing Our Foliage Part1: Okay. So in this chapter, what I want to do is I want to go ahead and I want to get started with some level art. So I will do this in real time because this is quite important for composition, how we are placing the foliage, so I want to make sure that it happens correctly. But yeah, Fresta should be not too difficult. I would say that I do know that I still need to make, like, the veins on here, like the branches and everything. Don't worry. I will do that one later because it's not that difficult. And, of course, yes, I also know that I still need to make Ivy. Stuff like that will most likes be done later or I might just end up using mega scans for that, but I'll have a think about that. What I'm going to start by doing is I'm going to start by just getting rid of this foliage because we placed it very hastily, and it was just like an extra. So let's just go ahead and just delete all of it. Plain so plants we want to get rid of. I don't know why plain ball is. Let's go ahead and just dig this into buildings because, you know, we don't need to one, and there we go. Okay. Now, this stuff over here, it's just the foliage. So if we just go to foliage, select these two, right click, remove. Yeah. Goodbye. There we go. Okay, fresh start. Now, the first thing that I want to do is I just want to go ahead and I want to give my train a little bit of movement in here. Now, I don't want to do too much movement around this area. The reason for that is because we have a ground plants here, which the way that we made them, they they do not actually deform to the tain. But, of course, this train it still needs a little bit. So what I'm going to do is I'm going to go from modes to landscape over here. And let's make my scene a little bit bigger. Let's go ahead and can I just turn off my something feels like it's slowing down my scene. I don't know if it's the decals or something, but I'm running more too many programs. But anyway, let's go ahead and go to sculpt. And the first thing that you want to do is set your radius. Let's set this to, like, 500. I still much. Let's do 300. There we go. So yeah, we got a few things. We do have actually a ramp over here, which might be interesting later on. I've never actually used it, but it might be interesting to later on created for, like, I don't know if that does anything. Um, probably like this, art ramp? Oh, yeah, yeah, there we go. Okay, that's pretty cool. We can use that later on for our door because you can see it over here. Can I just reset? Thank you. Okay, so sorry, I got distracted. Anyway, let's go ahead and let's just go to sculpt, and we're just going to stay with a very easy sculpt. And we just want to have this at a very low strength. So 0.1 probably C. Okay, 0.1 might be doable. And if I have a look at my reference here, you can see that it's a little bit zigzaggy. So if I go over here, it's going to be very subtle. Here, I see. It's just some natural changes in the actual ground. You can see over here. I on purpose want to keep this very subtle. I don't want to do anything too drastic. Because this is just like flat ground. We're not in the mountains or anything. And yeah, if we would want to make a way like a fill on hill or something, then of course, we would have needed to make our buildings a little bit different or at least place them different. But for now, let's just go ahead and let's go to the camera actor. Like a little bit here, here. See? This already looking quite nice. So it just has this little bit of extra. I'm just sometimes just going to go in here and just like play around with it. But yeah, as you can see, it just has like this extra little bit of height difference over here. Let's do a little bit more down this direction and a little bit more over here in case I can see it. There we go. Okay, so let's have a look again to my camera actor. I'm just going to hold shift, and I'm just going to reduce some of these a little bit. I think maybe reduce these a little bit. But I think for the rest, that works quite well. So yeah, the next one that we can also do is if we want we can go ahead and we can, like, in some areas actually push it down a little bit. To enhance some of these pieces or just when we have a long flat area, just push it down a bit to just give the idea that the rain does not just go up, it also goes down. But in most of these areas, we cannot really see it, so I don't really mind too much. Let's go ahead and let's get started with something like this. There we go. Yeah, I'm quite happy with that. Okay, that's already it for our landscape for now. So we just wanted to keep that very nice and simple. The next thing I'm going to do is I probably want to go quickly into my materials. And just go ahead and create a material that I will call landscape. And I'm just going to make this material like white or gray for now. Let's add a constant t vector and just to make my landscape white so that I can see the placement of my foliage a little bit better. So let's not make it fill white. Let's make it a little bit grayish, and tone this into a base color. And if I just go ahead and save my scene, now I can simply click on my landscape, scroll down and where it says landscape material, I can just input this, and that should there we go. It should give me this. Let's go to show and just turn off the grid at this point. Okay, so that will just give us, oh, it's really shiny. Let's also add the constant. And let's make this constant to one. A set is to be our roughness so that we do not have any shine coming from this because I don't want shiny landscape. There we go, see. So now it's just dull white, as you can see. Okay, so that's pretty good. Let's get started. So the way that I work with foliage is I work from large to small. So we're going to get started with the tree. Then we'll actually get started probably with, like, the ground plants because they are very large and we kind of need them in order to see everything else. First of all, I just want to go into my camera actor over here and just have one final look to see if I need to, like, change my angle. So the angle right now, it feels very, how you say it? It feels too up close, like it's the millimeter. I forgot diameter, diameter, I believe it's called. I feel like it's a little bit too much. So let's go from 60. If you go to 70, 70 feels better. Let's do 65. Yeah, let's go for 65. So 65 looking at the distance from the building. I probably want to go for something like this over here. Yeah, so if it turn on Medigals. Okay, let's go for, like, a camera like this that should do the trick. So let's go ahead and save Acne. That is good. So now that I know that, I'm going to get started by going into my assets and foliage. Okay, so big ones. Let's start with the tree. So the tree over here. Let's go ahead and just grab this. Oh, it looks it doesn't look nice right now. It looks very contrasty, and that's not a nice looking tree. Okay, so we have this tree. Now, what I can do is I can actually go and probably make a variation inside a sub spater to make the tree less round. But first of all, because you can just do that with like, or a magnet or like a direction. But I want to first of all, see if I can get away with just if we go to our camera actor by doing this, because we probably can. The tree is quite far back, so here, see. I might be able to just get away with something like this. Just be gusty tree so far back. And if we then just try not show the clipping too much like this, I think that you do the trick. So yeah, we got this one. We probably later on can also just add like some hills, but they need to be very big in order to even see. So I don't know if it's even worth us doing that. But anyway, let's start with this tree. Now, there will be other trees around here, but because I do not yet know where all of our foliage is going to be, because those trees will mostly be used for shadows, like I showed you before. I'm now going to already move on to ground plants. So let's start with the large ground plants that we have over here. So these ones over here. Don't worry too much if they're sometimes clipping into their train. That's not really that big of a deal. I'm going to go ahead and let's go into my perspective. Okay, so these are really like I think at this point, what I want to do is I want to split my view. So let's create a camera actor here and sorry. Let's go to layouts and let's go for, like, a double view. Let's make our scene a bit bigger. Now, this also means double the rendering, so it does slow down your scene a little bit. But let's go ahead and go for this. And now if I just go in here, I could even just set this to unlit if I want. I want to go ahead and start matching this up as good as I can with my reference. There we go. So this might take a second because I'm just trying to, like, see how my reference looks. So it looks like there's another piece like over here, sticking out like this. And I'm not worried about this kind of stuff because I can always just go in, rotate this and, like, just push this out like this and just make it very dense looking. So I got one of these, and now I just have a look at my Okay, so basically, this is where it is. So it has those leaves and then over here, so it does have a path. So most this stuff it will just be grass and it will just be plants that are filled up. We will not spend time on things that we cannot see, of course, but that's just simply because of time saving. However, we do want to place like some things because I never know if the global ilmation so the GI will catch up on all that green and actually showcase it. But anyway, so we got this stuff, and then we got a little part over here. So yeah, we got that little ramp, but for now we will just ignore the ramp. So knowing that, I'm going to go in here and I'm going to probably set this part. So this part is quite straight. Let's set this around here. And then it just starts to also go into the train. So this is like a good cut off point fast to start with. Now another one is that if we duplicate this one, it looks like that we have another piece. On this side, so if we rotate this around, move this let's have a look. I want to move this forward. I want to scale this down a little bit, probably. I want to scale this one down a little bit that it is not as overwhelming. So we got this one. It's okay if it clips into the building a little bit like that. I don't worry. I'm not worried about it. I mean, I do feel like that when you look at this, we are too close to the door with our camera. So our camera is here and our doors around here. I don't know if going further back like this could work. And then if I just go ahead and just grab all of these count plants and simply move them a bit closer. And if you hear me talking slow because I'm looking at my reference to make sure that this is correct. So we got this. It doesn't need to be one on one, but I want to get the general idea to be there right away and to actually work. So here, let's say we have this one, push this a bit further into the mesh. And then what we would do is we would go for ground plans too over here and use this to kind of fade things out a little bit more. So if I grab this one, like duplicate and place it over here, there we go. So we would use that to kind of fade it out, like you can see over there. Okay, so that seems to work just fine. Let's also grab one of those grown plants over here just in case you can see it. And if I have a look at this site over here, there are some pieces where I want to, so I do want to keep this shape, so I do not want to just throw them in here. I might want to throw one down here and I might want to throw one over here. Oh, yeah, here, this is why you want to sometimes drag them in because if the train changes, at least this time, at least like this, it will snap to the twain. But anyway, so we want to probably also to give this a smoother transition. Have this one over here and over here. Like that. And then yeah, then it will just move over to the other pieces. So having that, I'm going to go ahead and probably go for, like, another gown plants over here that will probably be a little bit smaller. Yeah, probably sunken in a little bit more. Duplicate that, sink it in a bit more over here. Yeah, these count plants, we do much just because we don't want to try and get the exact same shape non stop. So that's pushing out shape. We don't want to have that non stop. So that's why we have this second piece so that we can kind of, like, fill it up and fade out, make this, for example, a little bit more like a more plain piece. And then over here, it is on a hill. So we need to be a little bit more careful about that. Um, we can get away with it in this case, but yeah, you don't want to have the plants floating too much because that would look a little bit silly if that happens. Let's delete this. Also, for some of the hill pieces, because we are going to use the paint foliage function, they will actually align to our terrain. So there we can get away with that a little bit more. Okay, so let's say that we got the basis for those pieces. Over here. Over here, it looks like we just have some ground plants. And then down here, we have like concrete tiles. But I wonder, yeah, I think we are going to make these into concrete tiles, but just a hole and a broken version so that we can just paint it in because we can just literally paint on our rain textures, then later on. So for the rest, I would say that the rest is all smaller plants in that area. So unless I want to probably maybe do some ground plant over here. Like this, just to see if and then maybe like duplicate it and then rotate it around. Just to add a little bit of extra interest around this area, and then we're just going to add like some grass bits. So we got those pieces. Let's go ahead and let's get started with our actual Boches. So if we go down here, let's start with the big one. So we have this one, I believe. On the way, that's plan B. I need Busch A. There we go. This one. And for this one, this one is perfect for against the wall because it has the flat bit. And what I can do is I can move this in here and I can sort of match this one, which is going to be one of the key ones. I'm going to match this to my reference like this. And then it looks like it has another one that might be a little bit sticking out, that is a little bit lower over here. And maybe then like another one down here which you probably cannot even see anymore. Yeah, basically, it's just that we get this cut off here because it has do with framing, and it often looks nice if you have something on the foreground and the rest on the background because it draws in focus. So we got that stuff if you want. For this one, you can also add another one over here just to fill in that empty space, but it's not too needed in this specific case. So we got this one. Now, let's go ahead and let's have a look. Let's go to the other side. Is going to drag in a new one over here. And this one is up here. Okay, so these ones, we're going to scale quite a bit bigger, and we're just going to have one over here. And then if I have a look at it, all this stuff is quite low. So I need to be a bit careful that I don't overdo it. It's just like a few of these plants on the side that are very large. So I'm going to have one over there. And at this point, I'm just going to scale this down and have, another one probably over here. Another one, which I'm going to like folks and do some rotations on. Let's make this one like a little bit bigger. Um, sure, do I maybe want to give it some space. Yeah, here, I want to give it some space. And then I'll just throw in some extra plants in here for that. And then I want to have another one. And these ones, instead of making them smaller, I probably just make them further back or sing them into the ground. Like this. So we're just almost creating a barrier and that barrier slowly becomes smaller and smaller. And then at this point, it will just become like plants and grass and stuff like that. So we got those pieces. Okay. Let's grab one of these, and let's just push it, way back in like this. And I want to see if I can just fill in some of this empty space and also add some density to our count bits over here. Like this. You can see different levels and you can see it going off. I don't know if I want to sometimes crap do something like this. So that we have a little gap because I'm looking at the tops. I'm looking at silhouete at the top, and it's often nicer if it just has a little bit of variation compared to just being like a straight line down. So that's why all of these silhouettes, you keep seeing me doing that. Now, these ones, coincidentally also are like this in real life. But over here, you also want to do this with foliage to get some more interesting looks. Now, if we go down here, this one, it says that it only has a plant. I don't know if we want to maybe add a bit more. Um, maybe not. I'm not sure. Let's just have a play around with. So if we have this stuff over here, I will probably, like, throw in trees behind this. So I will probably go for, like, like, a tree over here, for example, and maybe we can even give it a little bit of some plants or some of the branches and then create another tree over here, probably in the distance. Okay, I don't want to do that one because let's go ahead and then place this tree behind here like this so that we get some interesting shadows on these plants over here. Okay, so this is in the shade. Now this tree Um, Okay, so this tree already puts most of it in the shade, probably because of this building over here. You have hide this? No, this one? Oh, no. Which where is the shade coming from? Is it the tree plus H to hide this? Oh, no, wait. It's just because the sun is in our back. So it's natural. It's natural that we will have some shade there. So this is looking quite nice. Yeah, I quite like that. I'm going to go ahead and I'm probably going to, like, place one more bush that is quite large over here. Although at this point, I realized that we cannot really see this anymore, but you never know if we might be able to see it later on. And maybe have another one. Because I saw quite a small one. So maybe another one that is just about to be cut off like this. And then just for good measure, grab another one next to that. It's going to be a little bit bigger. There we go, see. So we see a little bit of a cut off. And then at this point, we can also have maybe like a ground plant A sitting in here. So rotate this a little bit so that it's not clipping into the train, something like this, just to get still another extra piece in here. Okay, so we got that stuff. Now, for this one over here, it looks like most of it's going to be like a tall grass. That I will just scale up like this, looking at my reference. And then it will be some extra ground plants over here. Now, the Sargrass, I do want to use this a few more times, even though you cannot really see it often inside of our reference, but we made this thing, so we better we better just use it. I'm going to have this maybe like one here. Another one here. So some tall grass there. Maybe another tall grass sitting quite high in here and just push it down a little bit. I don't know how that works for a silhouette. I just keep looking on my camera just to make sure that it all looks nice. I don't like it in those areas. I'm just going to probably place like one here. There we go, see that well, maybe push it a bit further back, that we get some of these little strains here and there. And I'm probably going to place another one over here because here we don't really need to care too much about the silhouette, so I can just fill it up with foliage like this. Okay, so now that we have this basic composition done, and I can just go ahead and I can set my layout back to one just so that I can show you. There we go. So we got some really nice composition going on right now. If I also throw on my decals again, see? There we go. So what I will do is I will now go ahead and kick in the time laps because now that the main composition is done, I'm just going to place like some grass and everything, and we're just going to use the same technique with the foliage for this. So if you want, I can already set it up here for the next chapter. So let me just set this back to 100. And if I just go ahead and grab my grass A over here, and I want to also grab my plant A, and then plant B, I will probably do some hand placement for. So if we have these ones, basically what you want to do is density, that one I cannot set yet, because I don't know how dense I want this, I can start with like 500. The size, this will randomize the scaling. So if we set this to 0.8 by 1.3, it will be within this scale. Align to normal means that it will align to the direction of our train. We do want to have that on. Random angle, what you can do over here or the random pitch angle is you can randomize the angle. That would not be good for the grass because our grass is very specific, but it would be good for this one. If we go in here, we don't need static shadow. We want the mobility to be movable because we want this to be a real time. Actually, no, this can just stay static. But yeah, we do want to have this to be a real time mesh. So do on effect distant effect distant field lighting. Just go ahead and turn that one on, and that is about it. So if we now go ahead and go to this one, effect distant field lighting, we don't need a static shadow. For this one, we can set our random pitch angle. Let's start with 20 and set our scaling to 0.8 and 1.4 again. This one I need to, let's just turn this one off. This one I do need to have a look. Okay, so our angle is a little bit much. Let's set this to like ten. If I hold shift, I can get rid of it. Here see. So that we just add some nice angles. And for the rest, you can just play around with your density here and you can start drawing out quite a few. Going to set my scaling to 0.6 and 1.3 so that most of them are a little bit more on the smaller side, and there we go. Okay, that's about it. In the next chapter, what we'll do is I will go ahead and I will kick in the painting. I'll start with the plant and then with the grass, and I'll just take my time and just nicely dress the rest of the foliage in the scene. And I will do this in the time laps. So let's go ahead and start with that. 42. 41 Placing Our Foliage Part2 Timelapse: [No Speech] 43. 42 Doing Another Lighting Pass: Okay, so now that you've done a big part of our foliage placement, now what I like to do is, I like to call this a little buffer, like a little buffer episode. So basically, because the next thing that we're going to is create the ground materials. Now, that will be, once again, like, a big chapter, not as big as the foliage, but it's still quite a lot of intensive work. So I like to just use this chapter. I don't know how long it will be just to balance out the foliage, do some more lighting and just make it look interesting. So this is what we got. Yeah, the lighting definitely. Right now, because of the global imation on the white floor, the lighting is a little bit lighter than it should be. So we do need to kind of keep that in mind. But if we just go ahead and here I have, I made a few extra camerangles just to make it a bit more interesting. That's what you can see here. And definitely one thing that I want to work on is the distant fields and just a general light tone. So if I have a look at this, what I can do is I can actually just make my terrain material, a little bit more in the direction of how the color will look on our actual final render. So if we go for a bit more of like a darker brown color, then I can be assured that the lighting will just stay the same. Of course, sure I can make the materials first and then do the lighting, but what can I say? I'm just in the mood for doing the lighting and everything right now. So this is what we got. I threw all my foliage in just like a simple foliage folder. So if I have a look at this, I think I'm first going to go ahead and work a little bit on the lighting, and then we can properly balance out our materials for over here, like our foliage. So let's have a look. So I just like to always fiddle around with the settings. So this is like the first one, which is our atmospheric fog. And, yeah, it just creates a little bit of, like, a blue sky. I don't care about that. Eponsial height fork. Let's see. So your volume metric lighting. Okay. And let's see, the intensity Okay, yeah, it just adds a very soft haze. Honestly, I'm fine with that. I think most of our effects will be in the post process volume and in our skylight. So the skylight is going to be a bit of an interesting one. If I just press G and let's go to my skylight and move it up so that I can see it over here. Now you have this cool thing, but it doesn't often work as well, and that is the real time capture. So when I do that, it will just capture the actual environment in real time. But as you can see, it makes everything feel very dark. Now you can try balance it out by trying to play around with the intensity. But it's a difficult balance to get with the fogginess that we have, and that's why I tend to not use it and just I tend to go for, like, the source, and right now it will capture the scene, just not the real time scene. Now, I'm not sure. I do like it on the burnings. What I can try to do is I can try to turn on the real time capture. And let's see if I then go ahead and probably go into my distance field, maybe here is the problem. If I set that lower I could play around with that. I'm not sure. Let's see. Because the distance field, it's just a tricky balance to get. Now, another thing that I can do that I can show you is that instead of just capturing the scene, we can actually capture a cube map. Now, this is another thing that I want to show you, even though I don't know if it will work, but because it's very useful also for other scenes. And if I just make my text follow, I'll follow called HDR. So cube map is basically a high definition range map. We call it HRI. And if you go to crhaven.com, this is basically website where you can get free HCRs. They're completely free. You don't even need to sign up. It's really cool. And basically, with this website, you can just use it, I believe, also just for commercial use and everything. So we can literally say, Okay, our scene is going to be probably like urban because it is quite urban. And then I just want to have an outdoor urban scene that has quite an interesting but quite similar sky to what we want. We have lots of concrete. So let's just middle click this one to open it up for later on. This kind of stuff could also actually work. Let's try this one. And let's try this one. Basically, the way that it works is if you just go ahead, you can just preview it, and we only really need a two K map. So I'm literally just going to press two K and it will download for these three. And then all I'm going to do is I'm just going to in my HDR, drag it in here. Now, not all of them work directly inside of wheel engine. You can see it from the thumbnail, which ones work and which do not this one seems to work. This one seems to work. If the Tmnil does not have black bars, but it's completely squared, then it often does not work. But okay, these three seem to work. So basically, the way that this works is you go into your skylight, and you go from your source type and go for a specified cube map. Now, once you have this cube map, all you need to do is you just need to go ahead and just drag in your cube map, and this is what you see. So it's often quite strong, so you kind of want to tone this down. But herever I go, you can see that the lighting gets affected and it changes quite a bit. So here, this one has, like, colder tones because it has more of a blue sky, while this one has quite warmer tones, just because, of those guys. So if I go for probably the more warmer tones, also in the distance, it works very well with reflections and everything. And once I've done that, what I can do is I can say, Okay, let's set the intensity to one. And now let's go down into my distance fields and try and see if I can make it a little bit darker. So I'm just trying to find this balance, which is sometimes a bit tricky to find. So let's set this to 0.5 probably, and then, play around with my tint, it is a bit tricky here. So I'm trying to get these nice little shadows in between my leaves. That's basically my goal. Like, I having them here, that looks nice for these ones, but it definitely does not look good for, like, the ground. So that's a little bit lower. I'm going to go for it's really like the value. It's almost completely black. It's even hard for me to select. That's how close it. Let's try this. What is it? 272727 FF in the SRGB. And then if we just go ahead and play around with our minimum occlusion, see, let's set our minimum occlusion all the way down, and then our exponent, we can do some very soft balancing. So if we set our exponent a little bit down to round 0.8, occlusion maximum distance. The maximum distance can just be at 1,500. I don't know if we're going to go even higher. 3,000. Let's see, 1,500 versus 3,000. I feel like 1,500 just gives me more accurate results within those smaller little leaves over here. So we got this. Now, we definitely need to work over here because what we have right now is that it's like a mess in this area over here. It's mostly just because our taxis are too dark and our lighting isn't very good yet. But as you can see, C now already starts to look quite a bit better, especially compared to, like, the real time capture. So having this with our skylight, the next thing that I'm going to do, let's first of all, just quickly build our reflection captures. Remember all those reflection probes that we played those are the only ones that we need to build. Like we don't need to build any lighting because we're going for real time lighting. It's just that one thing. Volumetric clouds I just want to before I go on. Let's see. Was there something in here that I wanted to? Oh, wait, yeah. I believe it was in this pass over here. Oh, God. I already forgot everything that I did in here. I was going to make them. I was going to make the noise a little bit less. There we go. 0.01. So that the noise 0.015. There we go. So that the noise was not as intense because it felt like a little bit grainy. It still does a little bit, but let's leave it until this right now. So directional light that we have over here. That's the next one that we're going to work on. Let's see. So what do we have here? So we have a sky that is quite bright. So if we set this to two, let's set this to one. Mm. Now, I want to set this to two. I think at this point, I just need to push my colors a little bit more. To make it a little bit more yellowish. I'm surprised how white this surface now is while all of these are very yellow. I'm not sure if let's go in here. Let's press G to go into my game mode. I'm going to play around a little bit more with the rotation. I'm basically going to go into my scene, and I'm just going to go ahead and play with the rotation up here. So if I do it this way, now in the Y axis, here, see, you can Oh, that's very sensitive. Okay, you know what? I'm going to do it by hand because it seems a bit too sensitive. So in that case, just move it closer and let's just rotate your sky around just to see if we get anything that is more interesting than we already got right now. Maybe we want to go for quite a low sun, maybe like quite a high sun. D know, maybe we want to literally just, like, rotate the sun around. Oh, I do like the lighting that we get on our foliage like this. I just do not like the lighting that we get on anything else. That is unfortunate. Like here, look at that lighting. I like that lighting, but I'm not sure. Shall we fake it? We can actually fake this. Let's see if I turn off cast shadows. Well, actually, that doesn't work too well. Mm, that I can actually fake this, but it will look very logical. So what I can do is if I go and just do this, was this, I think this was the position. Maybe play around with it a little bit. Basically, the way that you can fake this is you can go ahead and you can just set this one. And basically, I first of all, try to duplicate my directional light. For this directional light, turn off my light shafts, turn off my atmosphere. Yeah, just turn off a bunch of these things. And there is a way that you can literally just tag the light. So if I go and set this like this and turn off my cart shadows. Okay, so cast shadows does I think this lighting, it looks very cool, but I'm worried that it will also look very logical because here you can now see double shadows over here. So it technically would not work as well. Okay, that is very unfortunate. Now, I can have another think about, okay, is there maybe a different is there maybe a different way that we can get lighting in this area, but I'm not sure there is. Yeah, I'm not sure that sucks. It's like a trade off that you need to do, but I don't I'm quite stubborn and I don't want to make trade off. I'm just duplicating my light and just turning off the effect wheels for one of them. And I'm just going to see because maybe I can also do something like here, I got my casting. If I just lower this. Maybe I can just make this quite interesting after all. Here, like these lights over here. But maybe if I can boost up my global animation to still cast those I'm just thinking out loud. I always like to think out loud that you guys know my thought process. What if I only do like one of them, I kind of like want to just have. Like, this is way too strong, but Let's see. Like this, I at least get some lighting in here. I'm not sure. Let's just temporarily turn off our light shaft, I think is causing it. No, you would think that that is causing it atmosphere. There we go. So let's turn off our atmosphere. Okay, let's have a look. So we can still bring this into our light while still getting this quite interesting lighting on our foliage. So that's quite good having something like that. Yeah, if I go for something like this, for example, let's say we go for something like this. Now, let's turn on my atmosphere and let's see if there's anything that I can do in here just to tone down that strength, atmosphere, Sundisclor. No, that's not the one. Scattered color. No, I'm sure that there's an you would think that there is just like setting to tone down the sun, but I'm not sure where it is because I've never actually used this. I'm literally just playing around with it as we speak. So often you have advanced settings where you can, like, look, Okay, I'm just going to go ahead and I'm going to turn it off now, and I will off camera, just have a quick look and see if there's anything interesting that we can do. Okay, so let's say that we got this. Now, what if I now go in, for example, not my skylight, my skylight is fine. What if I go into my post effects? And if I then go down here, let's go into where are you? Global imaging. There you go. So we can boost this up quite a bit. So we can set this like here, see. Now I'm not sure how far I want to boost this up. Let's go for 2.6. Color wise, we can give a little bit of coloring if you want to and just go for a little bit more like an orange color in our GI. We got this. Now, I want to make sure that these pieces just really feel like they are in shadow. So I believe that we already did some color balancing here. Yeah, we already did some color balancing in our Gamma, where we push this out a bit more into, like, the blue tones, which that already, helps. Now, what I don't like right now is I don't like the contrast to start with. Let's go into not in the shadows. Let's go into global and contrast and see what here. Let's actually keep this to one. I'm going to try a lute. So basically, a lute is a color lookup table. We were going to do that anyway. So I will go ahead and try that out. But before I do that, basically what is happening now is I still do not like how these buildings look when they are in light. So I'm kind of trying to see if I make the decision to only have this building in light and have our foliage like this or to not have it at all. If we just set our screen percentage to like 200. Okay, so that does help setting our screen percentge like that. I'm just not sure maybe I can fake it a little bit. What if I do this? What if I So I'm just now playing around with it. I know this is a tutorial, but it doesn't mean you cannot just play around with things and everything. So it's way more fun than me already knowing exactly 100% what I was going to do. Let's drag in another light. For this light, let's set the intensity to, like, one. Let's set the color to be a little bit more orange. And let's turn off cast shadows and just tone this into, like, the distance over here. And what set is very low. So 0.1, for example, and just set is to be movable. And now if I just go ahead and go to my camera actor, I was hoping that I can like 0.2 0.3 here that I can push some of these buildings out of the shadow. So if I do 0.4 and then maybe make this color I don't know, lighter color. You know, I don't think I want to have these ones to be done orange because orange indicates that there is like a sun on it. So if I just push this a little bit more to a different site, so more into the direction of blue, for example, and then push my original sun, which is temporarily this one. If I push you much more into the orange, I'm basically faking the effect that you get in shadow where everything feels a bit colder in shadow. And if I combine this along with a color lookup, that should do the twig. So if I go and set the intensity to like 0.2 probably 0.3. Let's go 40.25. So 0.25. For now, we got this one, and then we have this light which yeah, I do not really care about it right now. Okay, so we are slowly getting somewhere. So now that we got this stuff, let's go into our post effects. And so let's see, do we need to do anything like the bloom? It would be nice to maybe give it a little bit more bloom. So let's set this to 1.5, just because it then shines off nicely all of our foliage over here. Now, let's see. So all of this stuff I already went over, depth of fields. I'm not sure if that yeah, I don't think we really need that right now because we need to just be able to see all of our environment. Here you can also not see blurriness in the background or anything like that. So there's not really the scene for that. So I believe that if I amoclusion, yeah, let's just set it nice and high. Maybe go into, like, advanced and I don't know, just push up the power a little bit, just to give it a little bit more aminoclusion. AO. So ambclusion is different from just doing the um distant field maps. So globally Mason, we already have it set quite high. I'm not sure we can actually set it lower now because we are now using a light to fake this. So I'm doing this light only very specifically. If this would be a game, you would just have one light and you would just take peace with the fact that these buildings wouldn't be in, like, that type of color. Reflections, screen space, and they are all correct. Okay. Okay, let's go ahead and let's get started with our color lookup table. So the way that the color lookup table works is basically this. We want to go ahead and want to, first of all, take a screenshot of our scenes that we can go into Vote shop and edit it. Now, if I go ahead and just set my screen percentage to 200, I'm going to save my scene, actually. And I'm just going to go down here to High Resolution screenshot, and we can just leave it at one because we do not care about resolution too much right now. I just need something so that I can change the colors in Vote Shop. So I can click on here, and what it will do is it will have created a screenshot for me. Here you go, see? So quite a basic sweet shot. I think I'm going to go, at least I wasn't I didn't realize it was this low resolution, so let's set this two. The higher you take it, the more it takes for your computer to actually make it, because, of course, it's literally doubling the resolution, but for now, that should be fine. Okay, so now that we have this image, let's open up Photoshop. And I've imported my image. Now, basically, if you go to Google, if you want to have more information on this, simply go to Google and type in Un engine for Color Lookup table or LUT. And then basically you get very detailed information. As like a quick, easy recap, Color lookup tables are basically giving us the ability to change colors and contrast and small tweaks like that inside a Photoshop and then translate that into tweet space on all of these pieces. And that's basically what you can see over here and you can see it happening. Now, I already saved this. So here you have you always need a clean out. So over here, you can find a clean out that is not that does not have anything on it. So I already saved this for us. If we go ahead and just in our source files and textures, I just have this one. It's just a PNG file. So just open it up. Throw it in photoshop and just move it somewhere so that it's not in the way. And basically, now you have done this. Now what you want to do? You cannot paint on this. Painting will do nothing. However, you can change the colors. And if you go down here, everything you stack on top of this, that's the way I do it, will change the color of your scene. So you can use brightness and contrast levels, curves, exposure, vibrance, in saturation, color balance, black and white. I'm not sure about these two. Color look up, selective, not color look up, polarize and selective color. Those are the main ones that you can use. Let's just get started with an easy one. For example, we have our levels. So if we go in our levels, we can just carefully play around a little bit more like the conquest, with our black slider. Maybe also get some highlights in here with our white slider, stuff like that. So that's quite basic stuff. Now, next to this, we also have color balance, and color balance is very nice. If you just want to do some quick balancing, for example, making things a little bit bluer or a little bit whiter. What I can say is also here in the tone, I can go to shadows and I can say, Okay, I want my shadows to be a little bit more bluish. And that's basically what I'm doing a little bit with the lighting only with my lighting, I also boost up those colors a little bit, and that's something that's a bit more trickier to do in here. And I can say, okay, my mid tones, I, for example, want to get a little bit more yellow or orange. So here I just push those a little bit more in the direction of five with red. And let's say like minus five or something like that with our yellow. Now that we've done that, you can see that I want to go into my shadows and just make those a little bit more that's a little bit too much plus five, maybe plus six. Here, make those a little bit more bluish. Now, I also notice now that my contrast is a little bit high. So let's just see if I can just carefully, like, tone that down something like this, for example. And another cool thing that you can do is you can also use a selective color. A nice thing about this that you can literally pick the colors that you want to change. So I can go to, for example, my greens and yellows. And here. Okay, so I think this is more in the direction of yellow here, see? You can see me that I can actually make my foliage, for example, a little bit more vibrant if I want to do something like that. And I can just basically do that with other ones also. Now, white is a tricky one. So, of course, this is technically all white. But what you will get is that it will also do the sky. So it can make if I set my yellow to like around plus ten, it will make my buildings a little bit more yellow, but, of course, also my sky a little bit. But basically, the general takeaway is that this was before. And this is after. So you can see that it actually packs quite a punch. It's quite a big impact. I do want to probably later on change my sky. I think I want to make it a bit darker. Yeah, let's make it a bit darker. But basically, we got these pieces here. I'm not sure if there's anything else. Yeah, I don't think there's anything else that I want to change at this point. So what I like to do is, I like to just go ahead and do like a saves and I first of all, save it as a PSD and just call this color balancing so that we can always come back to this. And now the trick here is that you do need to only export your lute, but you want to keep all these pieces. What I do is I hold Control and I click on my Lute that I selected. Then I go to image Cop, and now this will still contain all of these pieces. So all I need to do now is do a quick saves and save it as a PNG and just call it Lute underscore A. Just press Save. And then what I do is I just press Control Z and then save my scene again so that I have just my base so that I do not stick with that cropped version. Now, all I need to do here is I just need to go ahead and go into Unreal. Let's go into textures, and then I will just go ahead and do this in the main folder. So if I just go in here, import out A, open it up. And what you want to do with Lute A is you want to go ahead and you want to scroll down and set the MPG no, not the MP, set the texture group to color lookup table. Where are you? Color lookup table over here to tell it that it's a color lookup table. And now all we need to do is we need to go into our post effects, go into Misc, turn our color grading lute and simply drag it in and just see the power 321 Bam. See? That instantly just changes our scene and makes it a lot more vibrant and a lot more interesting. Now, what you can do is you can play around with a slider if you want to have it less or more. For example, I want to set it to like 0.9 to just tone it down a tiny bit because sometimes it's a little bit stronger inside unreal than that it looks in other places. And I was going to change my sky color, I believe. That has nothing to do with my clouds. It looks like that I need to go for the let's see, exponential height fog. Actually, you know what? The exponential height fog at this point, I want to make it a little bit less orange, probably, and probably set the intensity to 0.005. Let's do 0.007, eight. Nine? I feel like there's a little bit of a clamp between 0.01. So just 0.009. I know I'm picky, but that's what I end up with. And atmospheric fog over here, I believe that with this one, we should be able to I don't think it's the sky coolor. Oh, okay, so this is sky coolor. So with the sky coolor here, we can set this down a bit. But what is, we just like our sky. But what I feel like is that it will affect also our sun. Maybe not. I just want to see. So this? Okay, no, so it does not affect our environment. Good. So in that case, I'm going to make this like a baby blue kind of color over here, maybe a little bit darker so that it's more like a nice sunny day sky, something like that. And then I just want to go ahead and I simply want to go in my volumetric clouds. And in here, I want to just set the count albedo. I want to set my material over here and see if I can just reduce the intensity of the clouds a little bit. Let's go to albedo. No, that's not the one extinction. No, that's also not the one. Come on, where are you? I just need, like, some kind of Um Be a power, no. Nah, that doesn't do base noise exponent. It does make it less, but it doesn't do it the way that I want. I just want to, like, almost just change like the obese. That's kind of like what I'm trying to get here. So I guess I just need to go in, play around with my settings a little bit. There we go. So this one is the extinction scale. Yeah, so the extinction scale and the erosion strength. So the erosion strength is quite nice because it can make our clouds feel a little bit more spotty. But the extinction scale seems to be the one that we want. You just have only, like, a few very soft clouds, something like this. And there we go. I think that adds quite a bit. If our sky is like a little bit more blue, it at least makes everything else stand out a little bit better. So we got this stuff done. I believe that we still need this light? Yes, this is the light without shadows. It's not very expensive when you don't have shadows. I think I'm going to set this light to 0.2, probably. There we go. So this is just a fake light. Then we have a real light, and then we have our directional light, the old one, which I'm going to delete at this point. And just in this light, yeah, I think the sun disc is probably too strong. If we go Down here, atmosphere sunlight. Oh, yeah, definitely let's not do that. Let's just leave that stuff off. And I think for the rest, that's looking actually pretty good. So I think what I'm going to do at this point is I'm going to go ahead and start with my materials. So we have now quite a nice scene. And once we are done with our materials, I will simply go in. Well, we'll paint them, and then we will just continue with, like, the polishing and just keep working on the scene. But we're getting very close to finishing the scene. It's got to be materials, Ivy. Improvements to lighting and polishing, and then just some bonus chapters. So we're getting close. So let's continue with the materials. 44. 43 Creating Our Ground Material Part1: Okay. So what we're going to work on now is we are going to work on my ground texture. Now, I want to make my ground texture pretty much in three versions. I want to have the bare ground, which is basically soil with stones on them, like you can see over here. I want to have a clean ground, which is going to be the concrete, but it will have very little cracks, and maybe even might even have some tiles in there. I'm not sure about that one yet. I don't think, actually, I want to do that because then I would need to, like, pay attention to the direction in which everything is going. And the last one is going to be a blend, where it will basically be like a broken up version, like you can see over here so that we can blend between the two. Now, the reason that we need to create these three versions, in this case is because what we are going to do is we are literally going to paint this dicture on our terrain. When we paint this on our terrain, we are actually able to very specifically paint in every single texture so that we can transition from broken pieces. To our soil to whole pieces. So here in the back, we can just make it just like a normal ground and then sometimes break it up and stuff like that. And also for the ramp, it's really nice to just have this version. So that's basically what we're going to do. Now, I want to go ahead and I want to get started probably just like a plain soil. I think that's the easier one so I have a few reference images that you can see over here. This is like, quite a good one now, not the very large stones, but just like some of the more smaller stones. This is also quite a good one to showcase how it looks in these areas where we have broken up pieces and then the stones in between. One thing that you often see in stones that some people often go wong with is that they always seem to cluster. So they're not very generic, that they are just all over the place. You can see that they often are always like, Well, of course, over here they are in areas where they would get stuck also in plain areas, you can see that most of the stones are always in little clusters, and then sometimes we have stones here and there that are in between. So that's something that we're going to work on also. S, I got a few close ups of this. This was just for me to preview how the concrete would kind of look, but we do need to improvise a little bit with our concrete. But we can still create something in this direction in terms of color and just like destruction of it. We just make ours a little bit more plain. And here we have another perfect example of just like how the stones will behave. So yeah, you can see, like you have some areas that are just very dense and some that are a lot less. Now, for us stones, this is just like some plain concrete. And yeah, there we go. Okay, so I'm going to go for this one to start with. Now, here we are in substance. For our stones, what I'm going to do is because these stones are a lot more complicated than the last ones that we did in our concrete. So the one that we did in our concrete, those were like, just like a very basic thing. Now, what I have for these stones is I actually have a custom note, and this notes basically a stone generator note. Now, I will include this note in ground and others. However, I also want to create a quick disclaimer. This note, it's a very advanced. It's a very complicated note to make. Even I personally made it using Atutoil so because it uses pixel processes and ax maps, which I do not know a lot about. So because I did create this note, but because I followed Atutoial to create it, it only feels fair to me to tell you where you can find this tutorial. So this tutorial is made by an amazing artist named Ben Wilson. He's an amazing substance artist, and basically he will go over this toil on how to create the stone generator. Should say this is a little bit more advanced in substance. So if you just start in substance, I would recommend that you first take a while to just know the basics because this stuff, I've been using substance for eight years and I barely understood what was going on in some baths of thisil not because it's a bad oil, just because it's just quite a bit more difficult. And if you've never used pixel processors or FX maps like I have, it is just a tricky thing to use. But basically, what we're going to do is we are going to use this note to our aid in order to create these stones a little bit. It will make our lives a whole lot easier using this node. So that's why I just wanted to give it to you. And if you do not feel like, no, I don't want to use custom modes, then you can still use the old technique, but then you would need to have multiple different tile generators in order to sort of get this effect. So basically, hving this note, what we can do is so we have large and we have small rocks. We are basically our focus is going to be to do like clusters. There are a lot of settings here. Most of these settings we don't really need. The only thing that we want to go for is we want to go for quite smooth rocks that sometimes that are sometimes have sharp cuts in them. If I go here, I will just go over the note. So we have the amount. This is very easily just like the amount of stones that we have. The dynamic scaling is really cool. So dynamic scaling, if you have a map, like a grunge map, for example, it will scale based upon the gradients of the grunge map. So let's say I grab let's say grunge map 001, for example, and just tone down my balance a little bit, plug this in here. What will happen is that they will scale or they will be placed based upon where they are. To be honest, I thought No, they are also being scaled. I think. Yeah, because if I turn this off, Oh, no, sorry. So they are just being masked out. And then maybe I named this one or I should have call for like a better name. So they will basically mask this out. We have the ambiclusion calling. That one is pretty much the same where what it will do is if you have an ambien uclusion which is perfect, for example, if you have stones like this. So what we can then do is if we have, for example, these stones, we can art an ambien eclusion and we can tell the ambien inclusion to generate the stones in between these cracks over here. So that's very nice. So you basically use the AO as a map as a mask. So for now, we don't need that size. I'm pretty sure that you get this one. So you have the size. Now, in the tutorial, this size does not go as low as I did. I just pushed it way down just in case but then it does start to break, but I still want to have that option. So I just exposed that value. Size variation map, that's the one that I meant. So size variation map. Here if I delete this let's turn off dynamic scaling for now. The size variation map is the one where if you plug this in and then turn on size variation, it will set the size based upon this mask. So maybe here if I play around to this. See? It's a bit difficult to see with this kind of map, but you can see that it will just play around with the size variation based upon the area sware that we are located in. Yeah, it might be a little bit tricky to see. But yeah, basically, size variation. So that's just for scaling. Position disorder is just like position. Else, you will get lots of square areas, and we don't want that. Now, here are the areas that will actually control the stones. So we have inflate. This will basically push out your stones that they are touching each other. So you can go from, like, very thin sharp stones to, like, just like these more pebble stones, and that's actually what we want. We want to go for, like, more of the pebble stones. Inflate volume. That one just like controls how round you want pieces to be. You have the actual roundness themselves. This roundness controls the roundness in tweed space, not so much the roundness on the edges, but rather like how soft everything is. If I set this low, you can see that your rocks are quite a bit sharper compared to when I reduce that. So once we've done that, we have softened. This will just do an overall soften and multiply by bounding box size. I'm not sure actually what that one does anymore. I forgot, but it is there. Like I do know, it probably multiplies the gradient based upon the bounding box size, but we need some more maps for that. Cutting. Cutting is really cool. So if we turn off cutting, you can see that everything becomes very plain. So the cutting basically just has the same cutting as that we did, remember, how we cut off certain parts, like angles. That's basically what this does here. You can just set your angle variation. You can set how often it cuts. So we only did like one cut, but you can actually set it up to four, and it just asks like some nice interest. Flatten flatten basically allows you to with some variation, sometimes flatten certain notes. So if you want to flatten a few of them, here, see, you can see that it starts to just flatten all of your stones. Now, we personally for now don't need that. Surfacing is basically just noise. See? It's just like some noise maps that are added on top in order to play around with it. And then we just have some normal intensity, and this stuff over here. This stuff over here, I added myself, and it is basically giving me the ability to control the angles of my cutting separately. So that's like an extratch that I added myself because I needed it, at one point for ray material. So now that I went over the note, now what I want to do is I just want to go ahead and I want to actually get started with it. So first of all, what I'm going to do is I'm just going to delete this, turn off my size variation map so that I get, like, a fresh start. So I want to go ahead and first of all, let's set the amount. So the amount, we don't want too many stones. So I think I'm going to go to like 0.5. Now, the dynamic scaling is already actually pretty good. So we can use the dynamic scaling to already break up our surface a bit more. So this time, let's try and pick like an actual Popper crunch, probably like crunch map 013. Let's play around with the a random sat over here and throw that into your dynamic scaling map. And let's just play around a little bit more. So the contrast is always zero or one, because stones cannot fade out. Stones are there or they are not. So that's why you kind of want to play around with it and see what you want. Because one thing that I do want to try and get is I want to try and get some stones like randomly in here. And for that one, let's have a look. So Okay, so it pushes out the amount. I'm not sure if I probably cannot use the contrast, but if I can implant some small stones in here by blending this with something stronger. So if we blend this map, wait, for example, try like B&W spots one and just thrown like a levels because the B&W spots one does not actually have control over your sizes. So art that I just said this the art Okay. That is interesting. I wasn't expecting that to happen. Maybe if we set this to subtract. Let's see. So before, after. Okay, so it does like a few stones. It's just not as many as I was hoping for. And this is basically how it looks now. So if I go ahead and let's see. Let's clamp down my black slider and my white slider a little bit. Okay. And now if I just play around with the B&W spots random seat, I can maybe get like, let's try something like this. So we just get a few extra stones here and there. Now, I will improve upon this. Don't worry. This is just for the very large tones. So seeing this, yes, large stones, so I actually probably will set the amount a little bit lower. And let's go ahead and that's Ao culling I don't need right now. Let's go out. Let's go and play with the size. So over here, we have like a size. So if I have a look at that and maybe scale this one up a little bit more, so, okay, that might be a little bit too much. I don't know how often I'm going to tie this on a twain, probably quite often, so I don't want to make my stones too small. Let's do 0.33. Maybe 34. 0.34. Okay. So it already starts to cluster a little bit. So we have a size variation map. Personally, I don't think we actually need a map for this specifically because we can just turn on the size variation, and that will already start giving us smaller stones and bigger stones in certain locations. Position disorder. I'm fine with that. So for the stones themselves, let's see. So we have inflate, which is fine. Inflate volume, just push it out. I'm not going to make this too soft. So probably, let's see. For my roundness, I'm going to reduce my roundness a little bit to around 0.2. So yeah, I basically don't want to make these too soft, so that I still have some sharpness. And then we have the cutting, and the cutting is something that I do want to art like an intensity of 0.4. And then the angle variation and the facets, I can pronounce it up to, like, round four. So okay, maybe make my roundness a little bit bigger over here because that felt a little bit sharp. Flattening. If I go to flattening and set the intensity quite low, I don't know if that could be nice because there are sometimes, like some pieces that are quite flat over here. So I just want to see if I can maybe play around with that, but only certain locations. Um, I'm not 100% sure. Let's have a look at our height map or let's have a look at the map in actual displacement map later on. But for now, let's start with something like this. Surfacing, you can just play around with it depending on how broken up you want your pieces to be. So setting the surface distort one and two, quite high is fine. And then the surface noise, that one actually breaks up your stone, so that one I don't want to set too high. So I'm going to go for like round 0.2 for those. And for the rest, this is all stuff that I don't really care about for now. Basically, just say like some random angles over here. And now that we have got a bit of a base, let's have a look at what I want to do next. So we got the stones here. I'm not sure do I want to allow overlap. Allowing the overlap basically will mean that some of these stones are stacked together. So you can actually reduce this to have the overlap less. So I'm going to go and set my overlap to around 0.8 that we can have some overlap, but I don't want too much of it. And that's starting to actually give us quite a nice result. So having these maps over here, what I'm going to do now is I'm going to kind of, like, combine this. So we got this one. Let's duplicate this note. And this time, I'm just going to go ahead and I'm going to go down to size, and I'm going to make these quite a bit softer. Like this. And maybe set the amount quite a bit lower. Why do I always say softer when I mean smaller. Sorry about that. Quite a bit smaller, I meant to say. Set the amount lower? Let's set the size even lower. Here. So we want to go like, quite low. Let's do 0.02. And now what we can do with this is we can go ahead and we can add like a blend. And the cool thing is that this note outputs our actual mask, the one that we have over here. Or it also outputs like a smooth mask. So I think we want to go for the smooth mask and just throw this on the top. And if we then set this to, I believe it is art, it should make sure that it does not here. If you see difference, it should make sure that it does not generate the stones in specific locations. Now, the nice thing about this is that we can blend these two nodes together, so we can blend the height and this height together, and I tend to blend it using a max ten. And then what you can see is that we can start adding, much smaller stones in between these pieces. Now, these stones still feel a little bit they feel too many, so let's reduce the amount, and they feel a little bit too big. So let's set the size a little bit lower. Let's do -0.05. Yeah, I think something like that should work fine. And then we have the size variation. So there we go. So that just adds a few extra stones in between here, and we can basically just fill up, and that will hopefully create like this effect that you can see over here where we get a bunch of these stones really clustered together. Like, that was my goal for this. Okay, so we got this stuff. Now what I'm going to do is I'm just going to have one last note of this. And this one is going to be very simple. It's just going to be an inverted, so just press an invert gray skull in here so that the rocks are specifically in other areas. I don't think this invert gray scull actually works as well as I want to. Let's do an invert. Let's do, actually, no, let's do a levels, and let's grab our original piece over here because with the levels, you can just flip these around. And then I still have more control over my levels. So what I can say is I can dd this plant these stone layers over here, I can go ahead and I can, like, add this to my height and set this to Max lighten. Oh, hey, look at that. So now you can see that I just sometimes and I can still play around with probably the invert. So I can sometimes still generate a few stones here and I can just play around with the amount. And this basically just add those few extra stones here and there so that not too many spaces are completely empty, as you can see. And for as, yeah, you can play around with your mask a little bit. If you move your white slider, you can have a few more extra stones in some areas. And then maybe, like, set the amount a little bit lower so that we still have some stones at least a little bit everywhere. So as you can see, now we have these quite interesting looking stones. Let's just actually try them out, shall we? So to see if they actually look good. So if we plug this into our normal over here, set this to open GL, and I'm going to go for quite a strong, like, tree or something like that. I'm going to also well, actually, we can pretty much delete everything else. Let's go ahead and drag this into our height. And let's add an ambient occlusion modifier. Hold control and drag it in here. And for this one, just like set your. Well, I'm going to turn on GPU optimization and then turn on 16 samples to get the best possible quality. GPU optimization here, you can see the difference without width. So it basically optimizes your note a lot. And then just reduce your height depth around 0.02. So, this is basically how it looks now. Now, of course, remember, we still need to make a very rough ground below it, but it's like a nice base. So let's save sine and I'm just going to go ahead and I'm going to save it in our ground folder and just call it ground. And then I'm going to export this. And in our ground folder, I'm going to make a folder called final. I can type final. There we go. And in here, I'm going to make a folder called gravel. So this is pretty much like the gravel, let's select this folder. Let's export this. And now if we just go ahead and go into Mum set, what we can do in here is we can create a brand new material. Strike that on here. I'm going to temporarily turn off my rate racing because else changing this is very slow. Call this gravel in here, let's add a height. And now all that we need to do is just go to final gravel and start dragging in our height map tone that down. Strike in our no map. There we go. That arts quite a bit. And let's drag in our occlusion map over here. There we go. So of course, without the ground, they feel like they very rapidly stop. The ground will take care of them because it will of course be sitting into the ground. So I'm going to go ahead and set this height to round 0.012, and then I'm going to probably make my normal map a little bit. Let's actually start with one around one. I forgot to turn on automatic exports, so let's turn it on. There we go. So one is often a little bit better. I'm going to go ahead and I'm just temporarily turn off the flattening on the big ones. Yeah, turn it off. Oh, that's sorry, face cutting. I meant flattening. There you go. So that just makes some of these a little bit sharper. Okay, so we got something like this. I think that's looking pretty solid. So now what we're going to work on in next chapter is we are going to go ahead and work on the actual ground. Also, one thing that you might want to do is just tile this from once to twice. Yeah, see, that looks a little bit more logical. So it's just going to be like these very small stones, basically. And I like to go for something that small because at least then we get a feel of how it would look on our terrain because our train is, of course, going to be a lot smaller. It's turn on rate racing, just to give that a and we might need a second to turn on. There we go. See, rate racing always just adds so much to your materials for a quick extra preview. I know that in our final scene, we most likely actually will not go for rate racing because the way that we set up now, it will most likely the way that we build it look better without rate racing than with. So it would require a lot of extra work. But who knows? Maybe I do like an extra bonus chapter to show you how to set up for rate racing. Because just turning on rate racing inside of a wheel is very easy. It's literally just in a random setting. There we go. So here we can see, it's starting to look quite good. Now, what I'm going to do in the next chapter is, let's see. So we got these pieces. That's all fine. I don't know if we want to maybe add like a quick sharpening to this, like a very low level, just to give it a little bit more of like an punch let's set it a little bit lower. Let's set this to around 0.15, and that is basically going to be the start of our height map. So let's save our scene. And the next chapter, we are going to start working on the actual ground in between it and have it very nicely creeping up between our stones, like you can see over here, and maybe add even some more smaller pebbles. So let's start with that. 45. 44 Creating Our Ground Material Part2: Okay, so we now got some solid base stones. Now, let's start working on the ground. So one takeaway with the ground that I always tend to do when I have them with, like, the stones is I want to have the ground, kind of, like, piling up against the stones because I feel like that looks often more realistic. You can kind of see it over here. But yeah, there's so much stuff going on in the scene. But here, yeah, you can see, like all the sand is kind of like piling up against the stones. And then there's variation within that sand, also, which we will also make. So the technique that I tend to use for this is I tend to use an or yeah, non uniform blur gray scale over here. And this note is very cool because what you can do is you can input your gray scale. And then for your blur map, you basically need to get a mask from your stones, and then I'll show you what it actually does. So I tend to just use the levels because I see many people using his grim scans. I personally, I just prefer levels. I don't know why. I always seem to know exactly what to do with levels while with his rim scans, I keep messing around with them. Basically just move my white slider to the right and throw it in here. And now all I need to do is I need to flip my levels over here, and then we get this effect. Now with this effect, right now it looks quite bad. This is because we first of all need to set our samples all the way up and let's set our blades all the way up so that we get quite a soft effect. The black line concerns me a little bit. But that's probably in my levels if I move my white slider further back until the black line is pretty much gone. There we go. See, you can almost control how much sand there is like this. So let's start with something like this. I might need to blur my mask, but I like to always just have a quick look inside of speech inside of Mama sets. Now, the intensity is basically your fall off for your send. So if you set your intensity quite low, you can get like, quite a strong fall off. I personally want to set my fall off quite high. Let's see. Shall I go fill on? I don't know. I think the strength within here doesn't actually change, so we should be able to just push our intensity up quite a bit so that almost everything has, like, quite a softness. And then what we can do is we can just go ahead and we can change the centers over here if they are too strong. The reason I'm saying this is because with our height map we need to find the right balance between our stones and our actual ground height. So let's start with this. I'm going to go ahead and just throw this first of all, in my norm map, then I can get a better look here, see. Okay, so right now, so this blur I'm not a big fan of, and it's removing my stones a little bit too much. Let's first of all, just go into my levels and just move my white slide of or sorry, more. Okay, so that does not seem to go. Let's see, intensity. Okay, so my intensity, I probably set lower after all. So I'm going to set my intensity quite low so that you can see, like the send piling up in between. And now so these cuts are really bad, and I can just quickly show you why. You throw this in here and just go tune reel or to Mamoset Is this automatic export? Oh, yeah, it is. Then it might be a little bit hard to see, actually, in this case. And let's see if I tone down my displacement a little bit, and I already regret doing that because for some reason, changing your displacement while you have your rate raising going on, it's extra slow compared to s. So yeah, you can see like a little bit, but what I will do is I will zoom so I reduce my displacement. It's reduced a little bit too much. But basically, when I zoom in, this is what you get. See, and that's the problem over here, these pieces. So what I will do is I will just set my displacement to 0.008 probably. And while that is regenerating, I just want to go in here and we just basically need to get rid of this softness. Now, first thing that we can try to simply add a blur, high quality gray scale after our levels. And if we then go to norms that I can see and then go back to your blur and just softly there we go. Boost up our intensity. And that seems to work great. Actually. Yeah, that seems to work great. So that will fix that bit. Now, another thing that's quite obvious is that, of course, our sand, we need to, of course, make this look a lot more interesting because right now it's just plain steel, and this send overga see it's like lots of variation. I want to do this variation in a few parts. The first part will be still in our height map, and then the second part will be just in our normal map because then it becomes micronise and I tend to not want to have miconise in my height map. It kind of depends on the material. In some materials, I just make everything in my height map, including all the micro noise. And then if I need to have a height map that does not have the micro noise, I just add it in front of my notes. However, in this case, I'm just in the mood to use my normal because I feel like it will work better. So let's get started with the first one. For the first one, what I want to do is I'm going to create a noise, and I basically just need to create something that has some height. So let's grab in a cloud sto let's see, something like crystals, maybe. So boost up the crystals so that they become quite big. No we just blend these two together, so let's blend the crystals with our clouds, too, and just play around with the blending mode until I get something that I like. Maybe it's better if I just quickly throw on a normal so that I can see what I'm doing. So I'm just slowly going to go for just some general large chunks. So first of all, I just need something that works very well with our Wow, that's not a lot that actually works well with our clouds too, to be honest. Let's see, multiply, no. Divide, overlay. What if I do overlay. Now let's go into crystals and just add the quick levels. Just play with the cents slide off your levels. Okay, we definitely do not want to do that. Basically, what I'm on about is I want to have, first of all, then my crystals, and I'm just going to blur the hell out of them using a blur, high quality grey scal, something like this, that it becomes very noisy. Then what I want to do is I want to add a multidirectional warp greyscal. That's the first one I want to try. If this doesn't work, I want to just use a directional warp. And I don't know, maybe we can reuse our clouds. So basically what this does is it will warp our noise from multiple angles. So let's actually get rid of this blend. We might already be able to get away with this. You already set this to like ten. See? So you basically get like we are basically using our warp. We are breaking up our noise that we have over here. So that is working quite well. What I'm going to do is I'm probably going to go ahead and try one more multidirectional warp grayscale and probably go for, like, something's twe like a pearly noise to get start with. So if I do pearly noise and set my pearly noise scale quite low, it's basically just to, like, add some warping. Mm. No, I don't like the pearly noise. Moisture noise, maybe. No, that's too sharp. Plasma. It sometimes takes a few tries to find. So the thing with the blurry noises, those are not too good because they are more like a water effect rather than an actual sharp effect. Now, I'm not sure what if I literally like another crystals. Play around with the scale. Maybe a random seed. What if I blur these crystals? Okay. And now if I set my intensity over here to 50. Okay, that's way too much. Let's turn it down. There we go. Let's see. Before, after. It's subtle, but it is there. So basically, let's just say, okay, we have this very base looking sand that we can now break up. Now, all we really need to do is we need to go ahead and add a blend over here. And I want to go in and throw on this noise at the top and probably set this to be a let's see, art or Max Lighten. Let's try a Max Lighten. And now we do need to mask out our stones because else our stones get affected by this. So this is where a tricky thing comes in. Because we are using our scent, I'm not sure if our mask for our stones is perfect. So we'll try. So we try to add this Okay. That seems to still work fine. Basically, what I mean is because we are, of course, overlaying sand on top of our stones, sometimes what happens is that there's like a small mismatch between the two. But let's try this out. If I go ahead and let's go to my camera one. Let's set my albedo map quite a bit lower. Here we go. I'm also going to set my roughness quite a bit lower. Okay, so let's see what we have here. I don't feel like the intensity is strong enough right now. Like, I can barely even see it, which is quite surprising when you look at how intense this is. Let's go into our first crystals and just set the scaling a little bit higher so that we hopefully can see it a bit more. And let's go into our levels over here. Let's see if you can just push our white slider. Actually, know what? I'm going to show you different trick. So right now, if you look at your levels, you can see that our levels are not going 0-255, like they are a little bit off to the side. There is this cool node, which is called the outer levels, and this will automatically basically push your levels so that they are if I show you here, so that they are back 0-255. This can often help with your height maps in order to keep your values accurate. So we got this stuff. Now, this should actually give me some quite strong warping. Like, I can start to see it a little bit. Let's go to my normal. Is it? So I can start to see it a little bit. It's just not as strong yet as I want it to be. Hmm. I'm now making a choice. So it is getting there. I want to make the base stronger, but I do need to make sure that my stones are not as strong. What I can first of all, try is I can, first of all, balance my displacement based upon how strong I want everything else to be. This time, I remember, so turn off my rate racing here because if I set it stronger, you get dis effect. So I want to go ahead and set this probably to around this point. So 0.010 0.015 Come on. One, five. There we go. Yeah, sorry, my PC is a little bit slow with this kind of stuff. And now for my stones, I want to set my stones a little bit less strong. So if I go in here, let's see. Shall I just darken them? I mean, I could do that. I'm just a bit worried that it will mess around with my mask. Basically, what I can do is after I've done actually let's do before I've done our stones. Let's just add a blend and just like a simple uniform color that is a gray scale over here. So I add this uniform color in here. I throw in my stones at the bottom, and I just want to quickly do like an invert gray scale on this. And then I press D to dock it. I believe that I've already shown you the docking, but basically, it just minimizes everything. Now, if I now go in and it just makes it a bit darker, I just need to be careful that we do not get those black lines back. See, I think it's best if we do it before we add this stuff. So we got these pieces, and basically what will happen is that in some heights, our base noise takes over, but in other areas, we still have our send over here. Now, that is the plan right now, but I already saw, like, a few pum. So if I go here. Okay, so this is definitely not good. Let's reduce the opacity of our black pieces. Yeah, so the scent is piling up a little bit too strong. So now that we have this darker, let's see. If I go from maxton to like Art, no. Yeah, I think we do kind of just need to max lighting. Yeah, let's go for just Mxighten and just tone it down a little bit. I think we need to just find a balance, and then for the rest, what I will do is I will work on my normal map in order to improve it. Yeah, it's a bit of a balancing trick. Oh, seeing this, I can actually see that my stones here, if I turn this off. Okay, so the Max Lighten is actually messing up some of my stones. If in that case, because it is doing that, I'm going to create a new mask because I do not want that. What I'm going to do is I'm going to add a mask just by grabbing my non uniform blur, adding a levels boosting up the white slider. And you do want to keep some softness in here. Now, if you flip this mask around, it just means that we basically will only get in the very large empty areas, we will get our extra noise. So if I now play around with Max Lighten, you can see that we get this effect. Now, all I need to do now is I do need to probably like a blur high quality gray scale in order to make sure that it's not as visible. You'll see. So if I blur this, hopefully this transition will not become as clear, see? So now it will stay here, the scent will stay here, but the transition is not as clear, which means that this should hopefully look better. If I now turn on, for example, rate racing, and while the rate racing is going, we can just as well create now our extra noise. So let's say that this is going to be our height map. Now what I want to do is I want to go ahead and we can just add a quick right click frame to this. White map. So what I want to do now is I want to just go ahead and start working on my norm map a bit more. And our norm map will basically just have all these micro grains that you can see over here. And the way that I tend to do this, if I look at this, I would say it probably needs a fractial sum base or fractial sum one. Let's do fractual sum one for the very base. Let's add a dirt one for the extra extra specs that you can see in here. And could it be enough? Let's see if that is enough. So basically, if we just go ahead and blend the fractual sum with the dirt, now I want to go ahead and I want to start adding a levels to the fracture sum, and I want to add both a blur, high quality grey scale at a very low level and another levels at a dirt one. The reason I do that is that I can use my black slider in order to reduce the amount of dirt that we have. And the reason I want this levels is because it's probably too strong. So if I set is the art, for example, I want to go into the levels and just clamp down the bottom slider to get a softer noise, basically. So if you would add like a normal to this, this is what you will get, see? So you get soft base noise, which you can now play around with to make it stronger or less strong. Yeah, let's set my white side like this. And then you have your stronger noise, which if you go into your blend, you can just use your opacte to make that stronger or not. So we basically get something like this. Now all that we really need to do is we need to grab a normal, and you can just use a normal blend, although although just a blend node also works. But let's say we plug in our normal blend in here, and then all we need is we need this mask with our stones, throat in the top so that we get this effect so that the stones are not receiving the dirt, but everything else is. Now, what I do not like is right now this dirt, it's basically just taking away all of the hard work that we did on this dirt. The way that we can fix this is simply by adding a normal combine set this to high quality. So I like high quality and then just throw the normals on top of each other. So I'm throwing this normal, and then I'm throwing this on top of here. I reduce basically my dirt normal. Here, you can see that, I'm just reducing it. And because it will mask out my stones, it will just basically take away the stones, and now it will have these two normals sitting on top of each other. So having that done, let's go in here. Let's give that a go. So this is what we have now. It's to be honest, I expect more of it, to see. Let's see if I need to just make let's see do I need to make my norm maps stronger? I'm just making it extra strong just to see. Yeah, okay, so I need to make my norm map stronger. And I want to make my stones a little bit less strong. So if I go into here, this is basically going to be our balance. If we set the opacity of our uniform black color down, I was hoping that it would reduce the stone's amount. But I have a feeling, Is this even working? Let's see. Yeah. Okay, so it is working. So it's interesting how strong the stones stay. In that case, what I'm going to do is I'm just going to go ahead and I'm going to actually push this back up a little bit because I feel like we're removing too much detail. And I will just go ahead and I will change the displacement inside of Mam set. So let's set it from 0.01, and I'll just reduce this, and then in the normal, I will push back some of the dirt. So if I set it to 0.01, Okay, so I end up going for 0.011. Now, one thing I noticed, and that is that sometimes because this is rate racing, it doesn't always update when we update our height map. So if you have that, I would just turn on and off rate racing and that seems to update it. So that is why we had that little mismatch about between the darkness and that it didn't feel like anything changed. But this is good. So we have this now. I'm happy with that. So what I'm going to do now is I'm going to go ahead and first of all, I want to go into my noise over here, the fractual sum and the dirt. So I'm going to first of all, go to my fractual sum, add a quick transformation to D and set this to minus two, because I want to tie it more so that it so that the greens are a little bit smaller. So let's see how that looks. Okay, so that's starting to look better. I am a little bit worried now every time that I'm not sure if updated or not. But okay, so this is already starting to look better. Now that we have this base, what I'm going to do is, let's see, how does it look when there's almost no stones? Okay, so they have some larger stones that are barely visible that are just sitting there. I think we can do something like that. I think that would look nice. So let's do that lastly at last. So let's first of all, add the frame to this and just call this normal map. And now for the larger stones, if I just go in here, I basically grab this stone layering, and this stone layering is already using the right mask. So all I need to do for this is I need to set my amount very little. Maybe change your random seat just to give it like a random position. And then I want to set my size actually very large. And when you set your size larger, you might want to just need to go into the amount and just push this up again in order to get it still in a few places. Now, if I also go down here and just go to my flatten and just set the intensity a little bit stronger to make these a bit more flat, let's have a look. So if we go to this blend, let's add another blend to this, throw in our stones, and I'm going to set them to max Lighten here. So these are like some very large stones. They are not yet in all. Maybe if I just set the amount a bit higher. And just turn off the allow overlap because these ones I do not want to overlap as many. Let's see. Dynamic scaling. Whoa. Okay, so dynamic scaling actually does add a lot. If I set dynamic scaling off, I then play around with my size a little bit and then play around with my amount to set it a lot less. Because I just want to have these in a few locations. I think something like this is working. Now, I feel like it is still overlaying on some pieces. So you can do that by just switching back and forth. Yeah, yeah, it's definitely doing that. What I'm going to do is I'm going to add a levels. And in this levels, I'm basically going to grab these pieces over here. I'm going to add these to my levels. I'm pushing this all the way up to make them white. And then what I want to do is I want to add a blur because I want to also make sure that this does not apply around these areas, so that it really only applies, the very large areas. Throw this into your dynamic scaling map. Da, because dynamic scaling masks out. Don't worry. What I did is still find it. I'm just getting confused by the naming. So here and see what I'm doing is still correct. So it is starting to add more of those pieces. I just now need to go into my amount. So some of you are probably now screaming at the screen saying, Emil, you're doing it wrong. But, add a few of those, there we go. So we got now these larger stones in here. That's basically the goal of this. Now, just tone down the pacte to make sure that they are not as strong. Let's just go back into, like, our base. So now here we can see we have some of these smaller slabs of stones sitting in here that are just fading into the ground. So let's have a look at that. Let's see how that looks. Now, here, see. I can see them, but I don't trust it just yet, so I just want to go to render, and I just want to turn off my rate raising. Okay, so they are in a few locations, so that's quite nice. Turn it on again. Yeah, you know what I'm going to do? I'm just going to make the opacity a little bit stronger and then for the rest, I will have the color take care of it. So let's set this to 0.5. Turn off rate raising, turn it back on. Okay, see? So we now got these larger stones sitting here in some locations. So I'm quite happy with that. I think this is starting to look quite good. So at this point, what I can do is I can go ahead and let's just set our color all the way up, turn rate racing back on. I'm surprised that now all of a sudden takes long to turn rate racing back on. Now, we cannot see much, but that's because we are going to work on the base color now anyway. So let's go at the saver scene. And in the next chapter, what we'll do is we will start working on our base color, and after that, NR roughness, we don't need a metallic map. And then after that, what we'll do is we will start by creating the floor variation. So let's continue with that. 46. 45 Creating Our Ground Material Part3: Okay, so let's go ahead and get started with our base color. Now, our base color should be fairly easy for this because it's just like some stones with some random colors, and for the rest, the ground, yeah. Yeah, you can see the ground it's just like some blending between different colors, also. Oh, let's get started probably with the stones. So the cool thing about stones is that we have a mask that we have a bunch of mask outputs over here, and we can actually use those. So if I go ahead and let's see, which output shall I use, you can pretty much use all of them if you want. So I'm going to go ahead and I'm going to do this. I'm going to grab a gradient. Map over here. And yeah, I already told you about the graded map. So it's been so long since we've done the other materials, I sometimes forget. So yeah, Grady map, it looks at gray scales, and then based upon that, we can give it colors. Now, the cool thing is that we have some maps over here where we can literally here random grayscale values, where we can literally just grab random grayscale values based upon our notes. So what we can do with this is we can go ahead and we can throw this in here, and it will still read these as different colors. So if we have this, and now I do need to find a good place where I can pick my colors from. So let's see. Maybe this one. Maybe if I drag it along here, I can get enough color. So let me just do that by going into the green big gradient and I'll just Okay, it's one of those. Sometimes subsets bug that I cannot do it on my other screen, so I just need to split my screen in half. Here we go. It's just even less space. Let's go to my gradient editor, and let's go ahead and just pick the gradient and I just need a bunch of colors, so I'm just going to pick it like this. Then what you will see has happened is that it has randomly changed my colors a little bit based upon what I picked. Now, I'm not sure if I'm too happy with this because it's very yellowish, which I guess makes sense. Let's see if I can maybe get away with doing it also in here. If we go and pick a gradient and grab, for example, this here, these colors seem a little bit more even. Now, we do need to darken them because right now the sun is shining on it, and that's causing all these light spots. So I would almost likely to pick them over here if I want to. But that's too dark. Let's see. I'm going to go for maybe over here. Now, let's just pick it from the top and then we can just darken it. I think that's better. So we got this one. Now we have one, two, three, four. So if we just go ahead and just duplicate this four times. Over here. I think we can reuse the same thing, so I think we can just reuse these. And then all we need to do is just grab these random grayscale values, keep throwing them together. Like this. Okay, so we got a bunch of stones. Now, of course, we're going to change the colors later on. The goal is that we just have some small variation between colors. Just write this over here. Now the next thing that I'm going to do is I'm going to work on my ground material and my ground material. If I just have a look, it's basically just a fairly plain color, and then it just has some darkness in between. That's pretty much what it looks like to me. So if I just go ahead and go for a see, you know what? We might be able to also use a gradient map for this one. I wish I didn't take my image off, but okay. So we need something that is not too noisy that works. Let's try grunge map CO 13 grunge map CO 13, it's not well, it does have a lot of noise, but if we are careful, it can be not too noisy. So let's pick greened editor. Oh, yeah, here, so it still doesn't work. So let me just do this again. So if we just go ahead and go for example, like in this area, greened editor. Big gradient. And let's just go ahead and just drag too much? Yeah, too much. Um here. You know, that could work. So we got something like this, so it just has a little bit of color difference. And then maybe what would be nice is if we just add a bit more like a stronger, softer brown color on top. So if we add a blend to this and just add like a simple uniform color that is like a little bit of like a brownish color down here. Let's go for something like this. Now, if I grab m I feel like grabbing grunge map 001. I wonder, have you already used it? No, okay. Else could have just picked that one. But then in that case, grab grunge map Zozo one, play around with your seat, tone down the balance quite a bit, and throw it in here so that we just have these splotches, which I will now tone down a bit more. And then I can just play with my balance if I, for example, want more or less. See? So we just get like this, look for our ground material. So it's parked noisy, parked, still having larger details in there. That's pretty much the goal. So we got these pieces. Now, basically, we have four of them. So if we just go ahead and d four blends, one, two, three, and four. Now what do we need to do is we just need to go ahead and start by dragging these on. And then you guessed it that all we need to do is just quickly grab the mask for each stone, drop that in the bottom. So we want to go probably for a smooth mask. No, not a smooth mask. Our normal mask. We want to go for a normal mask. One, although I do feel like we need to blur the mask, but we can always do that after two, three, and four. Okay, so let's see. So here you can see that we are starting to just add all of these stones on top of each other, which is good. The sto zones have a lot of detail right now. So what I'm going to do is I would probably make them a little bit more sandy and I have a feeling that I can just use a dirt modifier. So if I grab my blend and if I then grab, for example, like a uniform color here, throws in the top. And now there's a modifier that's called the dust modifier. It's a bit expensive, but it's very good in just adding dust and like little cracks and everything without kind of breaking the rules, as I would say it, because you do not want to add your ambienclusion into your actual base color. This one is kind of like a, it's kind of like a cheat bear. It still gives you effect as if there's an ambien inclusion, but it adds more to it. So if I grab an ambient occlusion, the reason I need to pick a new one is because I do not want to include my scent, and I need to type in curvature so AO and curvature. Now I think it, we probably already used the D node. So having this AO, I need to grab before our sharpening for our aminoclusion, and I need to go ahead and just grab a quick, simple normal and throw in, let's say, after our sharpening, normap, open GL, set it to three and throw this into our curvature. So we have a curvature, make sure that it's the same norm map format, and we have our amin occlusion which I will just tone down. And if I now plug this in here, we get this effect. So what do we need to do here? First of all, we need to tone this quite down. So I'm going to go in two stages for this. The first stage is going to be just our stones over here. The stacond stage is going to be our actual ground that is surrounding the stones, because I think it would be cool if we just make that a little bit darker also. So if we have this stuff, I do not like it's great, but I do not feel also duplicating this node again for the ground below it. So I am going to probably cheat in a way to make it look a little bit cheaper. First of all, go to our aminocclusion and turn on GPU optimization so that the milliseconds are a little bit lower. So for this one, if we go to mask, what I can do is I can simply add a blend on top of blend on top of blend. And if I just go ahead and hold Ctell, I basically want to mask together all of our stones. Like this. And then all you need to do is just press art so that we'll just art them on top. There we go. Now, at least we have a mask with all of our stones combined, and we can plug this into our mask over here, which will make sure that we only use this dirt on the actual stones. So that's number one, as you can see. So we just add some dirt over here. Now, we probably need to go ahead and just add like a quick blur, high quality grayscale after this at quite a low intensity. And then the levels, and you probably know why because the dirt is crossing like it is really strong edge. So if we blur it out the levels and use our black slider and move it to the right, we can hopefully get rid of that edge. So let's just see how far we need to push this like this. Okay, second one would be to get some dirt around these areas. And the way that I tend to do this, first of all, let's go into your uniform color and make it a little bit lighter over here. And second of all, add another blend to this. Throw on your same uniform color, and this time, I want to add a blend where I'm blending my ambien occlusion, but I am inverting my ambient clusion the reason I do this is that we basically just get almost like a fall off map, like you can see over here, and it's very similar to our non uniform gray scale. And now, if we go ahead and grab like a Cloud one, for example, throw it in the top and just try and subtract that or maybe do a multiply on it to basically reduce the amounts. So if I throw this in here, yeah, I probably need to go in and just add like a levels to our clouds one. Okay, so that's for the breakup and then let's also add in the levels after our invert. And this is basically so that I can push the whiteness of this. I'm pushing the whiteness, as you can see, so it just adds a little bit more. And then I'm playing around with my Clouds one in order to break up the dirt again. There we go. And now, lastly, just go into our blend and just tone it down a little bit. Maybe also go into our stone blend, tone it down a little bit because we don't want to have this two over the top. But there we go. So now we just get like a double layer of dirt sitting on top of this. So we got these pieces. Let's go ahead and actually see how this looks before we move on. So you know what I'm going to keep my outputs together. And we do need a quick roughness for my roughness because this is all very dusty and here, even here, you can see there's almost no shine to this. I'm just going to go ahead and go for a very simple gray scale conversion. And throw in my gradient map in here. Add the level so that we can control this, and we want to set this quite white so that there isn't much roughness going on. White means that it looks dull. And then if we add a simple blend, and now what I'm going to do is, I'm just going to go ahead and I'm going to blend see, I think I only really need to blend like one of these gray scales over here. And then blur them a lot. So let's, you know what? No, I don't want to do that. Sorry. I don't want to do that because I would need to mask them out again and stuff like that. I'm not sure. I mean, yeah, okay, let's just do it. I know I sound a little bit reluctant. It's because it's quite a bit of masks. So although I could use this one. Let's first of all, try this. Let's try my random gradients because they don't need to be as acud. That's what I'm talking about. But if I grab my grains and then use this mask, I wonder if I use this one. Okay, you know what? This could actually work. Because as I said before, I don't need to be very akard. I don't even care too much if 2 stones are cut in half, because we are going to have this at such a low opacity, as you can see, that you will barely be able to even make out what it is. So let's add this. And now maybe let's add a last blend where I just quickly grab like this dirt. And then set this to art, and then I'm just adding a little bit of dirt on top. And there we go. Okay, I hope I'm not going too fast. I will twin slow down a little bit. So we got this piece. Let's go into our Mm set scene, and let's go ahead and actually preview this. And hopefully it will look good, by the way. Probably not. I always tend to balance it out a bunch of times. So let's see. We have our Albedo map over here. And we have our roughness map. Okay. You know what? It is actually pretty close. Definitely these larger stones, we need to make a lot darker, but our actual stones, they are looking pretty nice. I'm I'm not Yeah, it's looking good. Okay, so our larger stones, those ones are easy. All we need to do is I believe it's these ones, tone them down quite a bit, that they will probably if we do it this way, they hopefully just look dusty. See, they will just look dusty, so we can actually tone them down even more. So we're kind of faking that effect. So that's already getting rid of that. I do not like this noise. Can I maybe make it sharper? I should be able to because we used a fractural noise, didn't we? Fractual sum. Ah, that's too bad. The fractual base has a roughness setting so that you can make sharper. But for the fractural sum, what I want to do is let's see the levels. Let's just add a very simple sharpen after that. Not too sharp. Okay, so we are like a very simple sharpen that is starting to work. I don't know, do I want to maybe do like a minus two again? I'm not sure if that is tiling it too much and then play around with my sharpen a bit more. Mm. Yeah, I think we kind of, like, pushed it as far as we can go. So since we pushed it as far as we can go, I just want to go in here, go into my levels and just, like, tone down the intensity of them a little bit. There he goes, that is not as strong. And also, we have a stronger dirt over here. So let's boost up our intense a little bit more. And then in our blend, just tone down your paste to. You also have this stronger dirt not as over the top. It's looking too flat. I don't send it's very easy to make sand look too flat. So that's why I just trying to balance it out. Let's make this a little bit sharper. And maybe if we just go to our levels here and just add the sharpen, I just need to get the sharpness from somewhere. Okay. So that is starting to make it look a little bit sharper. That's good. So we got those pieces. Let's go ahead and try and see if we can make it look a little bit more interesting over here, in our base colors and everything. So in this base color, let's add a very old school technique where we simply add the levels and just push the center slider down a little bit to make it simply everything a little bit stronger and more contrasty. And then let's also over here with that dirt, let's just push this up. Okay, so levels work. The dirt, we want to tone down. It's too strong. Still a little bit too strong. And, you know what? I know. I'm really going crazy with the sharpening notes this time. But for this kind of stuff, because it is noisy, it actually often works to just add a quick sharpen to it to make blend in better. So we got that stuff. That is pretty good. We got our stones. I don't know. Let's make our send a little bit lighter just to make the stones blend in. Just moving our white slider up a little bit this time. Yeah I see here, so that blends in a little bit better. So we got that stuff done. I feel like that we are getting ready. Let's make our see if I can make my send a little bit lighter, even. Okay, I probably don't want to make it that light. Let's make it lighter with my cantal slider, in this case, because I don't want to blow out my colors. So it's kind of like a balance to capture. And what I can also do is I can also make my actual stones, like, a little bit darker. Now, yeah, let's make my stones a tiny bit darker. Quick trick for this. What we hopefully can do is simply add a blend and then grab our mask that we have created with all of our stones. And, this uniform color is black. So if we input it, it will give us an error. But if we select it, press space and add a gradient map to it, press D. We can dock it, and now hopefully we can just tone down your press D like this. See? And we can make them all at the same time, a little bit darker instead of me needing to go in and changing all of these colors to make them darker. Okay. I think this is looking pretty good. Yeah. So I think this is a very solid base to get started with. Of course, I would recommend that you, of course, polish it, make it look absolutely perfect. But let's say that for now, this is a very nice base for gravel. So let's right click Ara frame, and who knows? I might improve it later on. Let's call this base color. Alta frame here. Let's call this roughness. And I'm just going to select all of these and just set this out sorting over here. And let's call these outputs. So we got this stuff over here. Now, what we are going to do next one is we are going to create Oh, I don't have the other piece open. Just give me 1 second. Okay, here we go. So we got this ground over here. Now what we're going to do is we're going to work on the concrete ground. So if I have a look at this, Okay, so this is how it looks. So I think what would be nice if I go for, like, a plain concrete that I will add cracks to. And once I've added those cracks, I will also add like a generator so that I can select chunks out of them. And then what I can do is I can add these two textures together. To then also create this texture where it will basically be broken up. So I think that would be a good way to go about this. So knowing that, let's continue into our next chapter. And I am actually then going to split this up, and I'm going to show you how to create two materials, use a dot SPSCR file in order to merge them then together, and then to incorporate it all into one big material. So let's continue with that. 47. 46 Creating Our Ground Material Part4: Okay. So let's start with our concrete. So I'm probably just going to use this reference. I do know we have that other reference over here, but it is not, it's like a bit. Where are you here. So yeah, this reference, it's not the same. This is we like poured concrete walls. So what I can do because this is quite smooth concrete, I can kind of, like, combine some stuff. So here we are in our concrete noisy. Now, what I want to do is I just want to do a saves, but before I do that, I first need to go into my export outputs as bitmap Okay. Nobody does that. Just make sure that automatic export is not turned on because if you do save as with that turned on, it will start overwriting things if you forget to turn it off. So having this, let's just do a quick saves. And we're just going to go ahead and go into textisGround. And I'm just going to call this um base. Concrete, probably, something like that. Press okay. So with this one, what I want to do is, first of all, I can just throw away a bunch of this stuff that we do not need. So if I go in here, let's go into my presets and I want to just set this to be that smooth tiles that we have over here. There we go. This like just going to be our base that we have over here. Now, what we're going to do is so our stone is fine. Here we have our tiles, which let's see. Where do they start? I think they start over here. So these tiles, I'm just going to go ahead and move them over here so that I know because I'm going to basically replace these tiles with cracks, that's going to be a big time save. All of this stuff, it's just like basic concrete stuff. Of course, we just need to make our base color a lot more interesting because this concrete is rougher, it's dirtier. So but most of that stuff we like the rougher and dirtier. It's literally me going in here and like just increasing, for example, these normal amounts and stuff like that. So for the cracks, what I'm going to do? Yeah, I'm going to create a very basic crack generator that I want to have just to get some basic cracks in here. So what we're going to do is basically for the crack generator, it's not too difficult. What you want to do is you want to grab, if we go to patrons let's go for a tile generator. That should be fine. So we basically have a tile generator. Now, what we need to do is we need to generate pixels basically, and generating those pixels will give us the ability to then add a distance node, and a disc node extends out. I'll show you. It's easier if I show you. So let's set the pat one to be a simple square. And if you don't go ahead and just set your scale way down. So that's only just visible. So 0.02, for example. What you can do is you can play around with your amount. But the goal for this mostly. So here, let's set actually let's set my scaling a little bit up. So let's set this to 11 by 11. Drop the scaling a little bit so that I can see it. Basically, the goal is to add a lot of variation to this. So if we go for scale random, for example, here, let's push this up a little bit more offset random. I was expecting position random, I mean, that was the one I was expecting. Now doing position random, the reason why I don't want to do this one is because I want to create clusters. Now, creating these clusters, I'm not sure if I think I actually want to switch to a tile sampler because I feel like that I can create better clusters with this one. So sorry about the change. I'm going to just grab this one, do the exact same thing. So just scale random it like this and we can just scale it down later on. Position random it completely like this. And the reason why the tile sampler is nice is because it can give us a scale map, but it can also give us a mask map input. What we can do with that is we can basically control where we want to have big cracks and smaller cracks. So for example, let's say I grab one of our favorites or my favorites crunch Map 013. I throw on a bunch of just random seeds, and I set my balance a bit lower and my contrast all the way up so that we just get this really strong white pieces over here. Now, when I direct this into my mask map input, I can go in here and first of all, let's first of all set our X and Y amount a little bit higher and then tone down our scale a little bit that they do become pixels this time. But now the cool thing is that I can scroll all the way down. And here we have our mask random and if I boost it up, uh, sorry, mask map threshold. And if I boost it up, he can see that it will only place these pieces wherever there is a mask. Now, because these pixels are close together, that means that the cracks will be more divided up in this area compared to when there are almost no cracks. So with this, I can simply play around, for example, my balance like this to create some clusters. And having this done, the next thing that you need to do is you do need to go in and just set your color random all the way up so that you need gradients. Having the gradients is quite important because we need the gradients in order to generate masks. So let's say we have something like this. Now, the way that this works is you have a distance node. And the cool thing about the distance nodes, let's put in this one into our source input is that you can basically push shapes out. But if we push them out at an insane level, let's say 5,000, for example, just go really insane with the amount. There will become a point where they start pushing against each other and then the pushing stops. Now, for this, you need a binary map for the mask input. With binary, I simply mean a map that is completely every pixel is 100% white or every box is 100% white compared to this one. Now, as soon as I drag this in here, you will get this. I'm sure that if you've been using substance Ziner, you've probably seen maps like this. There are even some noises over here like a these ones that also do it. The only difference is these ones, they just have a very basic. All the patrons are about the same scale. This one has smaller patterns here, larger patterns here. I can also go in and I can say, Okay, I want to play around with my balance to get very large cracks because remember, this is quite large concrete. So I can say, Okay, I want very large cracks in these areas. Then I can even go into my tile sampler and I can say, I want to set my amounts up. What will happen then is that there will be some small cracks in other areas because I'm pushing up my amounts, it will just create more small cracks. Between these two, we can basically just get some really nice details. So we have this one. Now, there is a note that we have, and the note is called a fine edge detect note. If I just go ahead and I will give it to you guys. So textures, ground O. There we go. I'll just add this. Now, this note you can find on substance Share. I'm not going to go to substance Share. You can just Google it. It's basically from substance Zig and it's basically free note. It's free notes, free materials, everything. So I'm just going to drag this in. And basically, the reason is because an edge detect is often not precise enough because if I do an edge detect, here, it's like, it's okay, but it's not as nice while the fine edge detect can often give me some more broken up pieces here, see? So I can break up my shapes a bit more, and I can just play around with, like, the overall strength and stuff like that. So I tend to use the fine edge tag for cracks. Sometimes just normal edge tag does work. So I would say, like, feel free to use it, but over here, then you cannot get these sometimes soft pieces or soft edges over here, and you cannot get it as precise as that we have over here like the corners. Anyway, so we got this piece. Now, all that we need to do is we need to make this we probably need to end up making this a lot bigger later on, but we also need to start breaking this up because right now it looks very plain. So what I'm going to do is I'm going to start adding directional warps. So adding these few directional warps over here, it will give us the ability to make our cracks look more like the really wavy cracks that you're used to. So the first one, let's add like a crystals. Crystals in directional warps often give you, quite a sharp edge, as you can see over here. You can just play around with your direction. It doesn't matter too much for cracks because they go in all directions. But if we just tone this down, we can already get some of that just like winklingef fact. Okay, I don't know why I placed that in this one. Anyway, pearl noise is also quite nice. If we set this on quite a large level. Strike that in the first one. The pearl noise will basically give us the more softer, you can play around jangle. It will give us these more softer deformations that we can use. And the smaller pearl noise is, the more waviness we can get. Want to set this on quite a large level because setting it on a low level will often look bad. So here, what you can see is you can see me going adding from perfectly straight, adding some waviness, adding some crystals to some cracks. And now, if I grab another crystals at an even lower level. And then go ahead and push this up even more. We get this effect where we just get some of these cracks are very soft, and then other ones have more stronger here, more stronger cuts, as you can see. So that will just add some nice variation very quickly like this. So now that I have these cracks, I want to start working a little bit more on the breakup. And the way that I'm going to do this is I'm going to add a slope blur gray scale over here, throw in a directional warp in the gray scale and then for a slope, we just want to crack like a simple purlin noise. And the reason I do this is because if we then set our samples all the way up, our mode to minimum and then lower down our intensity. We can often oxy, no, sorry, not set it to max. Yeah, let's set it to Max. We can create random thicknesses within our cracks, which we can then push out using levels, and that will give us a nice effect. So if I add like levels to this and push this out that it becomes quite a bit stronger, you can see that we now get some more uneven but very strong cracks. Now, all we really need to do with this is we need to add a blend between the original cracks and these ones. Because I, of course, don't want to have these strong cracks everywhere. So I'm creating an original blend, and then I'm just going to go ahead and go for, like, probably like a cloud sto, for example, throw one at quick levels and set it a little bit lower like this, maybe this one a bit higher. Throw this down here, and the goal is that we now see, we get some thin cracks, we get some ticker cracks. Now we can play around with the scaling of our cracks and everything later on for now. I just want to continue with this. So that will take care of just some nice unevenness. So we got that stuff done. Now, the next thing that I'm going to do is probably the removal of some of these pieces. I think that could be the next thing that I want to do. I just want to have a look if I go to my reference. Yeah, so the removal of these pieces. Some of these pieces, they are actually quite far apart, so yeah, here we can see us. Let's go ahead, and what we might want to do is we might want to go ahead and just add, like, Yeah, let's add some more break. I'm just going to try some stuff out just to see if I can make this break up a little bit more interesting. A few things that I am improvising. A few things that I'm thinking about is to maybe get some more breakups in certain areas around the corners where we have, like, very small pieces and get some areas where it's almost like some of these pieces are almost, like, detached from them. Let's get started with, like, an easy one. An easy one is a levels like this. Push these levels all the way up so that you just get, like, a very solid white. Add a flood fill to this. Oh, invert your levels. Invert your levels. So add a flood fill to this. Actually, you know what? We probably want to invert everything. Yeah, you know what? Let's add an invert here. Let's add an invert to this point because at this point, we could probably just use this one because we need to go for black anyway because black is down, white is up. And then I can just, like, get rid of this. I don't know why it took me this long to even invert it. But okay, so we got this piece. I need to also the flip this back and forth. So flat fill, it will create different pieces for us. And then if we do a flood fill to random gray scale, it will create a mask for us. Now with this mask, all that we really need to do is we need to go in and add, for example, a histogram select over here. And with the histogram select, I can very simply go in, for example, my range, sorry, not my range, my contrast, and then my range. And I can basically just start by selecting certain pieces out and have some pieces, for example, missing. So doing like this and you can also play around with your range to get some pieces missing or not. So we can go for, like, some smaller pieces or we can go for, like, some bigger pieces. It's just I do want to have them like linked together. So that's why I want something like this. Now the reason I want this is because later on when we start painting, I want to be able to have, like, a transition piece, basically, where we are painting this. Now there's another one, which is what is it? RiskM scan? No, I always forget which one this is. Shift. Range? Oh, it must not be in here. Okay, so then I'm going to sold. There is a way that I can actually use a mask on this, and using that mask, I can actually just I can have certain areas with the same color. And what it will do in here is it will actually get rid of those specific areas. It's almost like using one of these masks to only have the cracks in certain areas. But for now that's not needed. I just need to have a quick think about how I did that again because it's been a while since I've done that. But that's the fun of it. So let's say that over here we have our cracks. Now, these are large these are quite large pieces that we are going to get. First of all, let's go into our tile sampler, it's probably just reduce the amount that we get much larger cracks. Like this. Now, if I go ahead and I do want to let's see. Let's set set my scale to like 0.1. I need to find the balance basically because I do want to have some smaller pieces in here. Let's set my amount actually up, but then set my grunge map down. Come on, give me something I want. Close, close. Still, like I'm starting to get them over here, but I need to get many more. Mmm. Okay, what if I literally go for my amount, like a crazy amount? Okay, so if I push my amount way up, so that's a little bit too much, but let's say 34 by 34. Maybe 27 by 27 or something. And then play around with my grunge map. You know, let's push this up a little bit more. Okay, let's see if something like that looks interesting. Okay, so we got quite a bit of fractures going on over here, and then for the rest, they are quite large. So that is pretty good. So that's something that we can, start with for now. If you want, you can play around with your random seat over here, see if you can find something that looks even better. So this kind of stuff is also quite interesting, actually. Oh, this one. I think I'm going to go for this one because I still have some quicks over here, but I just have these really large pieces over here. And if you press space, they are all still perfectly tilable, which is really nice. Okay, so we got these pieces. Now, the cool thing that we can do with this flood fill. We can reuse it because we can also add a flood fill to gradient, throw this in here. And if we set the angle variation up, we can have this here, if we just add like a blend, we can have these pieces angling at different rotations. So I just add this piece and I artist multiply, and then I simply tone down my plant a little bit. So that will now give us some really nice angling over here. So that is some of the angling that we have done. At this point, let's go ahead and save my scene. So we have done the angling. We've done our cracks. We have, okay, I wanted to make some pieces, like, break away from the cracks at this point. I probably want to do that in here. If I go in and I could use this one for this, I could add like levels. Oh, no, I'm adding this gradient after or not. No, wait, no, wait. I can use this gradient. Basically, what I'm thinking about is this, if you use the levels, you can actually map out some of the black and then push everything else into the white. And then you can see that all of a sudden, okay, that's a bit too much. You can see that we all of a sudden start missing larger chunks. And you can kind of say, Okay, yeah, these chunks, by the wind and everything, they were just taken away. And then what we can do later on is we could even just throw in some stones or some pebbles in between these cracks to make everything feel a little bit more interesting. But that is when we start doing the actual merging and everything. So we got like these cracks. Now, let's see. So I'm adding this After, which means that if I go here and add a blend, I throw in the levels and I set this to be in a multiply or do I even need a multiply? No, sorry, I do not want to have a multiply because a multiply gets rid of my thinner cracks that I have over here. That is interesting. How am I going to's see subtract No. What if I add like a Hmm. What if I push it out? So if I add a blur, high quality gray scale like this, and I set it like a bit lower because we know that these pieces are quite large, so what we could do is we could blur it. And then if we add the levels, we can basically use our white slider to push back on those edges and only leave the very strong edges like this. So if we grab this one, throw it on here and let's set this to be in multiply over here. There we go. Now, we keep some of those edges, but we still keep some of the stronger cuts in here, which will have stuff removed. So that's pretty good. This one I'm not a big fan of. Is that something I can fix? It's over here. I think I could simply fix it by going 41-42. I don't know if that made look ugly. No. So, that's good. So sometimes you just like me to, like, kind of find your way. So we got these pieces, and now what you can do is you can keep playing with these levels. If you want to have more stronger cuts here. If you want, like, more pieces missing, you can simply play around with these levels over here. Okay, so we got some edges and corners and everything missing. That is good. We got the rest of these pieces all looking nice. If you go ahead and just like, add the normals, you will see how this will look. Yeah, so if I set this to like ten, for example. Okay, so we have a little problem with the normals. This is most likely because our bit rate is too low. So we go from 16 bits to eight bits in our fine edge detect. I don't know if my edge detect can actually Okay, so the edge detect only goes to eight bits. So after the edge detect, Okay, so then it's 16 again. That's interesting. Oh, wait, is it 16? Because I just know. So why are you going Where are you going from 16 back to eight? Huh? Okay, apparently, just simply in the output format, exposing this, I must have, I must have just, like, pressed something. Sorry. It's most like you has to do with the exposing. But basically, you want to make sure that this is set to L 16. And when you said to L 16, you will not have those errors that you get with the bit rate. So we have this broken concrete over here. That's looking good. So if we go over here, so what was the thing that we needed here, we had a mask, and we had axle stones. So if we go ahead and just let's say, let's hold Shift and replace the actual stones for the mask, if we have this one, I have a feeling like I need to invert this. So, oh, way, this is going to be for the Grout, but our grout is going to be our Grout is actually going to be ground. So if I just go ahead and just let's just have a quick look. We basically need to just reconstruct some of this stuff. This one, let's at this to zero for now. So we got our stones, so we don't need that other one, so we can literally plug this directly in, get rid of these. Then we add our concrete noise. Then we add this thing which I once again do not need, so I can just press backspace to get rid of it. Let's see. I don't know what this this arts. Okay, so this art some of the Tindal stones. That's fine. Then we have these pieces. These pieces are probably like random pebbles, which I do not need also. They most likely use like a mask. Oh, this is the very rough concrete. Let's get rid of that. Let's get rid of that entire thing. I don't need the rough concrete. I just want to go get rid of this. So we have a normal map that goes in there. That's good. Then what we have here, we have our base color. We add to multi switch, but this multi switch we also do not need any longer. So just hold shift and just plug this in here. Let's get rid of all of these things. Because I want to just clean this up before I export this to my ground. Another multi switch color, let's just hold shift and just swap that out. Then we over here like our tiles dirt, but we do not need any of that. So if we just plug in this color up here, we can literally grab this entire thing and just delete it. So we have a base color. We have our normal, we have our roughness, we have our ambien occlusion, and we have our height. So here we have this switch. Let's go ahead and swap this switch out. Like this. Oh, we are way over time. So we have our height. We have our aminoclusion. We have our roughness, normal, and our base color. Now, all we need to do now is for our base color. We just need to go ahead and I think at this point, we just want to move over to our ground, and in our ground, we can actually start applying on top of this base color and work with the rest. So if I just go ahead and delete and clean up my graph a little bit. So this is what we get. I'm just going to get rid of, like my tiles. So we still want to keep the flat stones. We still want to go for the surface and the surface, we probably want to increase. So if we go in here, we can go to our base concrete and in our concrete. With our smooth tiles, we can simply say, Okay, I want to have my rough concrete to be quite a bit stronger like this. And what I'm going to do then in the next chapter is we will go ahead and we will get this to our other scene, and then we will start building on top of this. So I just wanted to do this as because I'm copying the entire graph as like a nice scene. I will clean all of this up later on, for now I don't really mind, so I'm just going to save it. And what I want to do now is I want to publish dot SPSR file. And I'm just going to save this as based on Sco Concrete dot SPSCR just in our folder over here. So let's save that. Just press Okay. There we go. So in next chapter, we will go ahead and we will apply this to our ground texture. 48. 47 Creating Our Ground Material Part5: Okay. So what we're going to do now is we have a base of base concrete over here, and I just simply want to drag this in here. So we're now just basically going to kind of like merge the materials together. Oh, God, did I forget to set the preset? Probably not. I I said it to smooth tiles. It won't really change anything because we removed everything. If I just go to normal. The only thing I've got to over here, the rough present. But now you can also see the power of exposing your parameters because as you can see, just like this we now have controls over here for all of these things. So we got this. I forgot to do one thing. If we just go to our concrete, I forgot to expose some masks over here. So if I just create a quick output, I just call this mask. Because it would be a bit silly if I do not just expose it in here, I need to recreate it. So let's plug in this blend. So let's see. We got this mask. And let's also plug in this one. So let's say mask two, should plug in this one over here. So, yeah, we got these two masks, and yeah, I definitely need to clean this up later on. But for now, let's just once again, save. And then just press publish SPSARs file as previous. And then when we go over here into a ground, it should automatically update. I was hoping it would automatically update Let's see if the exposing, I guess we just need to redrag it in. It does automatically update, but I think what we need to do is we need to restart the entire substance signer for this. But anyway, so we have now our masks over here. You can click on the outputs to see them. So we got the solid base sitting here. Now, I'm going to go ahead and I'm going to place this here. So let's have a look. First things first is we have a ground over here. And I want to I want to start blending this with my normal. So if we go for a normal blend, I basically want to only show the ground in between the cracks. So if we go for normal blends, we can say, Okay, grab this normal. Actually, no, yes, sort of. Yeah, okay, let's grab this normal. That should be fine. And then if I grab this mask over here, the thing that I'm worried about is in between these cracks that it will show sand, but we'll see how it looks. Grab this mask in here. So now, Okay, so it doesn't look too bad. It has some stones now sitting in the bigger areas. Yeah. Okay, so it doesn't look too bad. I need to have a check and see how the height map will work in between these areas over here. Most likely, what we can do is we can go into our height, and later on, what we need to do is we need to blend everything together. But for now, let's say that we are like a blend, grab our height and also grab this mask. Here we go. So I'm hoping what will happen is that the stones will not clip, and else we need to balance out our height. So let's say, right now, what I'm going to do is I'm simply going to have plain concrete. Then later on, we will add some switches and we can say something like, okay, I want plain sand and then we just turn this stuff off. I want to have I would have only concrete with cracks, and then we have this one, and then I want to have, okay, I want to have a balance between the two. For that balance, I also actually need to expose some parameters, but let's first of all, just focus on this. So if we go for our base color over here, and I'm just going to have this outside of this base color, I just want to go ahead and I'll get a blend. Blend our dart in the bottom, our base color into the top, and our mask into the opacite over here, so we get this one. Now, we still need to do quite a bunch of stuff to this one. For now, what I will do is I will go ahead and I will just add another blend. I'm just going to go ahead and I just want to add some dirt, mostly dirt that is based upon the tiles and stuff like that. So let's go ahead and add just like a normal dirt modifier. Okay, Amoclusion and curvature. We already have an AO. I just need a curvature. And it's plug in our ambenoclusion in here and our normal into this curvature, set this to open gel. There we go. Now, what this will most likely end up doing is it will give me the dirt in between these areas. It's kind of like what I expected it to happen. B, that's not what I want. So I think what we need to do is we just need to make a small change to this. So right now, is this I feel like our AO is again wrong, but that's something that we can fix later. I need a flood fill. I don't know, I want to expose my flood fill, but let's see if I can, first of all, just make it in here. Okay, should be doable. So sometimes when your edges are too close together, the flood fills don't work because they just become one chunk. Here you can see it happening. But it's not too bad if it's once or twice, but if it is all over the place, it is bad. So basically, instead of an emclusion, what we'll do is we will simply have a flood fill, and then we'll have a flood fill to gradient. So basically just going to do that technique again where we just set like four angles. So we have 90 degrees -90 degrees and 180 degrees. And we then just simply blend these together using, what was the multiply? We've done this before. So multiply Yeah, I think it was multiply. Then plug in. These ones at the top, multiply and multiply. Okay. I'm just going to add the quick outer levels, which will just push this back into these areas. Now we have basically just many dark edges around the corners. And if we plug this into the embcluson, we can basically just tell the emclusion map that I want my dirt over there. Now we get this effect, so we get all the dirt sitting around this area. Now, having this, you can play around a little bit more with your grunge or with your levels and contrast. What I'm going to do is I'm going to only use a custom grunge because I don't really like the one that we have right there. And when you use a custom grunge, you can literally just grab anything you want. So let's grab, for example, like a grunge map 01, tone down the contrast, for example, and the balance a bit. My play around with your seat. And then when you plug this in Yeah, I showed you this in sub spainer pretty much. It's almost the same as a sub spaner. You plug this in. And there you go. See, now you got a much more interesting grunge map sitting in here that still works, and you can still play around with like a grunge amount and stuff like that. So let's see. I think this is pretty good. So we got this stuff over here. Now, what I'm going to do is I'm just going to go ahead and I need to add a mask and that mask is going to be this mask again. So that it just masks out the actual inside because we do not want to have any dirt in there because that's sand. So we plug this in here, that became a lot bigger than I expected, but okay, we plug this one in here. And then in the top, I want to add a gradient map with just something that is quite basic like B&W spots three, for example. Just plug this in here, and then in our gradient map, if we just pick the gradient, I need to split my screen again. Okay, let's try it again big gradient, and I just want to grab, not that. I want to grab some random like brownness Yeah, there's not enough. If you don't have if it doesn't see enough, then you need to redo it. Actually, you know what this should work. Let's do something like this and just like an HSL note. And the HL note is basically for me to balance out my colors and make it a bit more of like a brown color. Next to the HL note, there is also a note which is called replace color if you want to go for more drastic measures. But let's plug this into the top. And now we get this dirt. So now if we just play around a bit more with like a dirt level, grunge amount to make this quite like dirty. And if we go to our blend, just tone down the opacity a little bit to balance it out a bit more. Something like this. Okay, so we got those. Now if I just go ahead and let's see. Let's also add one more blend. And this blend is just going to have a very simple crunch map. Maybe we can even reuse the one that we used for our dirt. Throw it on the top, and then just towed it down a little bit. So it's just going to be like just some general dirt sitting here and there. So we got that. Plug this into our output. For our roughness, all we really need to do is we need to add a blend, and we need to grab our roughness here at the top. I'm just going to steal my mask from here, hold control. There you go, steal your mask, an art and very quick blend. And for this one, I'm just going to use this dirt over here to throw it on top. Set is the art, and then simply play around a little bit to make the dirt quite a bit more dull. And there we go. So now we have pretty much mercies together. I'm not yet happy about base color, but I first want to actually preview it before I move on. So I got this stuff. Let's save my scene. Now, what I'm going to do is let's go ahead and go to Mom Set. And yeah, you can see so it needs to update our height map. If we just go ahead and go, turn off rate raise. There we go. So let's just turn on and off my maps that it actually properly generates this time. Okay, so we got this stuff. Actually, the dirt is looking pretty good. This noise is a little bit too strong, so that's something I will reduce. The problem I see here is that my cracks. Actually, I don't know. Are they too deep? Ah. Yeah, they are too deep. They are too deep. And they're also a little bit too boring. So I do want to break those up a little bit more. We need to do it anyway. So let's start with going to our height map. And let's see if I grab so if I use my main height to be this one and just grab like levels between my stone over here, I should be able to now simply use my black slider down here to push this all up a little bit. So hopefully that will work. Now, I kind of want to try and get some of that angling going on. So what I want to do is let's see. I want to see if I can push this out here. So now I can start to see the angling. So I'm pushing this out, and hopefully I can now is this one already working? Okay, so now we have the sand closer together, see? So now the sands closer together, but we are pushing this out. Let's push this back in like a little bit. Let's not make it too intense. But now at least we can see like we have some pieces that are fairly straight and some pieces that are starting to angle up. That's quite nice. So for the rest of the ground and everything, that seems to work just fine. So I'm not too worried about that. The noise, I'm going to make stronger. So if we go in here, this down here, it is way too soft. So I don't know if I can just use, like my Hmm. I think what I want to do is I think I'm just going to break it up in here. So we have over here, we have our outer levels. So it's because this is a very soft valve the system thinks like, Okay, so I need to have this very soft. If I just add like a blend and I just add something like clouds one, for example, throw in the top and just set to be probably just an art, but then when we said student art, we do need to add the levels after our clouds. And these levels is just here so that I can make sure that it's only in certain locations like this. Now if I just go in and tone down my art, hopefully, that does work. The only thing that I now don't like is that my clouds it's not sharp enough. I want to get something sharper. Let's try Grinch MepzO 13 because that one is often very sharp. Oh, we don't need the levels for the crunch map, by the way. Okay, so that adds some sharpening in there. There we go. That's more like it. Here, you can now see that over here. If I push this up a little bit, it's a lot more broken up. So we just get like this dirt in certain locations, and then we throw on some extra dirt. Now, there's extra dirt over here. I'm using this here. I'm just going to go ahead and I'm going to duplicate. Actually, no, no, I'm going to make this cheap. Duplicating cost me 56 milliseconds. Adding a levels in between cost me 0.2. I think that's a nice trade off. Then because this is basically the same as using your balance, using these levels, it's the same as me just playing around with my balance, making some pieces stronger, playing around a little bit more the intensity, stuff like that. Let's say something like this. Starting to get there. We definitely get some of this dirt. Let's play around to the middle slide of my balance. The only thing that I might not like too much is the very strong difference in colors of these two over here. I don't think I like those too much. So let's at this point, let's go ahead and go back into a base color or base concrete. Over here. So first of all, let's go into our gray map and in this Grady map. What you can also do is you can also custom dit. So you can click on a note, and I can say, Okay, I want this note to be a bit darker. Click on this one and say, Okay, we want this one to be a bit darker. Now this concrete is a lot more plain, which is good. That's what I wanted. I just wanted to go for more plain concrete. Now, next this, I also wanted to go ahead and I wanted to expose this one over here. So let's just have an output and call this mask. On the score three. Then if we also just grab this hist cam select, and if we just go ahead and just expose the position break up the score position. Okay. And I don't know. Yeah, let's also expose the range. Expose new breakup score range. Now if I just go into my concrete, I can go ahead and let's update my smooth tiles. But let's now go into parameters. So parameters, let's get rid of the grout height, grout color, smooth concrete, rough concrete, tiles, very rough concrete and texture. Yeah, and do we need texture color? Yeah, we can keep texture color. So now if we just copy our label, into these two. There we go. S. And the same here with the presets, we can go ahead and we can say, Okay, I want to go to grainy tiles, delete my preset. I want to go to no grainy tiles, delete my preset. So this is just a bit of cleanup, rough tiles, delete preset. And then smooth tiles for now, we can keep just because why not? We already have it. And there we go. So that's just like some quick cleanup. So we got this stuff over here. Oh, yeah, this switch, I do not care about this switch. I want to S, do I care about this entire thing? I do not care about this entire thing, do I? Uh, Let's see. Okay, so it is exposing this version. So if I do this, should be fine. In here, if I just said, I got rid of my intensity. Let's just press reset the default value, expose it again. And this one is going to be normal damage. Intensity. So it got rid of one of them. But anyway, this switch over here, we can now get rid of, we can get rid of this thing. There we go. So we still have this stuff. Let me just double check that I did not mess up anything else. Okay? So I just need to go in my concrete again. I will do this a bit quick because we've been over it by now. Copy paste this and then tone down the default intensity quite a bit. There we go. Okay, so we got that stuff done. Let's save scene. Oh, yeah, I wanted to make my quacks a little bit more interesting because right now they are very plain. That's when it's quite easy. It's literally just playing around with our directional warps. So we got this direction warp. Let's make this a little bit stronger. This direction warp, let's make it quite a bit stronger. We got the smaller one also. Let's go ahead and also like another directional warp in between here. To create some very large cuts. Maybe if we grab another crystals, but this time, this crystals is going to be quite large. Throw that in here. Play around with your angle and then set the density like quite strong. Let's see. Before, after, okay? That looks quite interesting. Then we add some smaller Okay, so that's starting to look quite interesting. The only thing I have now is that I feel like it's a bit too much. So we can do that in a few ways. Or we can add a mass to this in order to blend it out, or I can just say set this direction also all these three into the same direction because then what it will do is it will ignore some of these lines that are going in that direction. So now we just get like a few warped angles, but not everywhere. Let me just quickly double check how this looks. In here. Okay, this is starting to look a little bit silly. Let's go ahead and let's get to this direction warp. Let's see. Let's tone it down a little bit. Yeah, here, let's tone down this direction warp and Maybe we'll increase this one a little bit. There we go. Something like this. Direction warps will, of course, also change everything else because we are deforming our actual shapes. But let's say something like this still seems to work. So let's save a scene and then publish SPSAR as same file. Just go in here, and I just want to go ahead and so, yeah, you can restart substance if you want. Or what you can do is you can simply redirg this in over here, and then just hold Shift and then replace this. It just depends on how much time you want to have. But this is faster than restarting, so I can just as well do this. Okay, so base color normal, and we now also have this mask tree. So if I now go in here, our base color is a lot softer. Our normal is fine. So if we now go Yeah, we just need to turn this on and off because it's not for some reason, the updating is not doing very well today. So I'll just turn this on and off. Okay, so we got these quacks sitting over here. That is looking pretty good. Let's see. Do I want to Yeah, that's my displacement to around 0.13. Dirt, dirt, dirt. I'm going to go in here. And now that we have a softer look, maybe I can, like, play around with my levels to add a little bit more overall dirt like this. Okay, so that's getting there. Let's make this dirt a little bit. Here, let's duplicate our HL. Let's make this dirt. A little bit lighter. Like this. Okay, now let's tone it down just a little bit. Okay. That's a bit too much. Let's tone it back up a bit. Let's just try something like this. Let's try and turn on rate racing just so that I can see it in full glory, basically. There we go. Okay, so that's looking pretty good. Some of the displacement is a little bit much, but that's just in our rate racing because now we can see the shadow. So we just want to set this two, for example, here, I think it's actually faster if I turned off. Don't worry. I will get a stronger PC. I know that I've been saying that for two courses now, but I'm working on it. So let's set this to 0.01. Turn on rate racing again. Here we go. I think for now, that's pretty good. So we got our plain looking concrete. We might want to just play around with this a little bit more later on, but let's say that we have this one, that's looking pretty good. And now what I should be able to do is I should be able to then use this mask that we have over here along with whatever setting we have in here. To change things around. So having this mask, I'm going to go ahead and let's see. So to map out this mask, it's basically, I believe it's just going to be a switch. No, it's not going to be a switch because this mask has more densities to them. Yeah, see what it's going to be is it's going to be a blend and it will have hold shift. It will have this mask in foreground, this mask sorry, this mask, mask one in the background, mask three in the foreground and sets to be like a subtract. Now, I have done this, but still it looks like I actually need to expand it a little bit. Now, that is not too big of a deal as long as it's accurate enough. So let's go ahead and add a bluh I call the gray scale over here. My intensity quite low. And then if I just add a levels, plug this into a foreground. Let's see. If I now go into my levels and push the white slider to the right Okay. I I set my intensity to 0.34 maybe 0.35 then? Let's see if that even matters, though, it's in line. Just because I need to be very careful because if I don't do that, we get faded pieces, and we don't want that. Also, some of these pieces, they could actually use some chips being cut out. I can't believe that I forgot to do that. I can easily do that, so that no problem. Let's go ahead and actually save our scene first. And let's have a look at this. Of course, turn on and off your displacement. Here we go. Okay, so we are encountering a few small problems. One is that the stones are sometimes being cut off by these pieces. The second one is that now the sand with these pieces over here, well, actually, that's not that big of a problem. I can only see it happening over here where the sand is slightly higher, so I don't mind that as much. So the stone cutting off, that's just masting. We can just fix that. Oh, yeah, and we were going to add chips to them. Before I forget, I first want to do that. So technically, you can do it in here because we have a height map in here, but it's probably easier if we simply go into our base concrete and update it. So let's go into our base concrete. And over here, we will see this one. Yeah. So wherever it turns it into actual normals, you just want to art in slope blur gray scale node that I should have already shown you. The slope blur gray scale if you add in a moisture noise. So moisture noise is great for like chips. So art is in here. Yeah, I've definitely shown you this samples all the way up, mode minimum, intensity all the way down, and now just simply tick. And seeing this, I'm just going to go ahead and add the transform to my moisture noise and send it to X two so that it becomes a little bit of these bigger chips, like you can see. Now, press space because I need to be careful to make sure her or C because I scale this up, it is now not properly tiling anymore. So once I've done this, let's go ahead and let's add, first of all, a quick plant. And in this blend, I just want to plug these two in here, and then I want to add a grunge map in order to break them up. So if I can, can I just use this one? I don't know. Maybe it would be nice. Let's see. Now, I think I need something stronger. I will use for now a Let's see over here, Grange Map ZO 13. And what I'm also going to, I think what I'm going to do is I'm going to make a bonus chapter, which is going to be the time laps, and it's just going to be me cleaning up all my scenes because I don't feel like many people would want to watch it, but I think it can still be useful. Grange Map CO 13 has too many holes in them. Let's go for Grange Map CO 01. Contrast there we go, see? So now we have some breakup here and there and some areas where there is no breakup at all. So we got this. For this note, simply add to make a tile photo. See? Now if you press space, it's tilable again. And that's more than enough like we don't care too much about artifacts in this one because it will still be in here. And for sloper let's expose this and just call this tile breakup intensity. Sorry, tile Edge damage. Let's do that. And that's also now quickly going into our parameters, tile edge damage and copy this into the label, else we don't know what we're looking at. So let's do this. Let's save our scene. Let's publish the SBSAR file, quickly go into our grounds again. You would think that there is like a reload button in here or not. Ah I mean, yeah, you would think so. Anyway. Oh, wait, now it does reload. You know what it is? It does not out or reload outputs. It does out reload our actual edge damages. So if I go here, here, see. So I was already confused. Like, why do I need to do this? But I was just trying to make it work. Sets to 0.05, probably. There we go. So now we just get some edge damages, and that should translate in here. Yeah, see? So now we have some edge damages in here. That's also good. Okay, the stones. The stones is also not going to be too difficult. It's basically because this node is separate from ulterior graph, which is quite important in this case, if we would make this after we've already made all of this, this would not work because substance reads from beginning to end. You cannot go midway, grab a note, and throw it back at the beginning. That doesn't work like that. But what I can do is I can simply move this, for example, up here. And then what I can do is I can go into my blend over here, leave it's this one, and I can say, Okay, wherever I have these stones, I just add this to my mask. I do not want to have any merging together. So like this with a switch, I can literally just turn off this mask and then everything will be turned off. So we need to do this for this one over here because everything is being derived from this note. So just press blend. Add this mask to the top. You can see that works. And I believe I need to set this to subtract. No, sorry, I need to set this to art. There we go. And now that should if we go back into our normal blend. Huh. You would think that it works. I think it does work. I think it's just very close. I think it's just very close to the end. Also, K. Yeah, two k. So m maybe it's easier if I look at my height map. It's not easier if I look at my temp. Now, see here, it still cuts it off. That is interesting. So it is this mask, right. Yes, it is this mask. We add this mask here, which means that it should not generate anything, but it seems to still ignore it. Let's use one that's a prototype. Let's press backspace and let's use only this one because I'm sure you know that this is quite logical because it's literally mask. Like, if I do this, here, see? If I do this, it just does not map around it. But then all of a sudden if I press art, it might be maybe it's not strong enough. Wait, now it does work. Okay, substance. Fine. For some reason now it does work. I don't know what I did, but in that case, I can just add the blends like this. I don't trust that. I don't trust that it now all of a sudden works. Like, I'm used to that happening from some other programs like three years Max or sorry, three years Max, Maya or like unreal, but I don't trust it happening from blend from designer because designer is often much more reliable with this kind of stuff. Okay, so the rocks it looks like they are around it. And I'm not sure these ones, I don't think they do much. Like we can add another blend to this if we want to. Just make sure it's to art. And, the big stones I don't care about. So this stuff I think it just has a little bit of trouble here. It's trying to, but it's just not getting there like the very end. So if we just add like a quick blend to this, sorry, not a blend add a quick blur high quality gray scale to this one. And I do need to. So this time, I cannot just swap around my pieces because they're all over the place. I will make these lines also a bit nicer later on. But for now, arte blur and then add like a quick levels. So we are basically just going to blur this mask because these are stones. We can simply blur them, but I still want to have them close. So I don't want to blur this too much. Just make it like a white mask. Like this and start plugging this in. So yeah, I want to have them close to my edges, because I like to have that breakup, but not too close. So let's see. Okay, so now if I go in here into my blur and let's say blur is a little bit more Here, see? It's starting to get rid of. There we go. It's starting to get rid of some of those stones. Let's do this. There we go. Okay. That should work. Yeah. So now the stones are just around the edges. Maybe can I push them like a little bit closer? Let's try that. Here, see? So I'm just pushing them a little bit closer. Okay, great. So we got this breakup now going on. So we now basically have three materials ready to go. So with these three materials, what I'm going to do is set up my switches. Now, by the way, for later on, if you want to make this look cleaner, for example, by not having this go Chris Cross. Now, I'm used to seeing this as Chris Cross, but you can write, click Ara dot Note, and then you can, like, control where you want these pieces. I will go ahead and I will do this, or off camera or in like a time laps as I said before. But like this, I can just, yeah, I can just, like, play around with this kind of stuff, and I can even still use these pieces on here. So that's just like a very quick. You can also find it up here. Oh. You need to select something. But yeah, that's just a quick way to optimize this. So I will later on just make all of these notes look nice. I personally, I'm just used to seeing it like this. So the way that I find it is I simply select it, and then I can just follow the highlighted angles. That's pretty much it. But anyway, we are going to start working on our actual just these switches. Yes, I can speak. Sorry. Okay, switches. So what I'm going to do is I'm going to have a multi switch grayscale, because I believe if we are lucky that we can literally have one single switch for all of them. So if I add a multi switch grayscale and set the input number to three, I can say, basically, I want to have here, if I just add like a uniform color. It's grayscal, I can say solid crown Oh, no, wait. I do need to expose this one thing over here, but that's about it. So we have solid ground, and then I can say, Okay, so we have broken up ground, and then we want to have one that is not broken up ground, but it looks like that I do then need to go in what is it? This mask and this mask. No, wait. I don't need here, so I can just grab this one. There we go. Non broken up ground. So now I should be able to literally go from input selection one to three. If I hold Shift and just swap this round, now let's test this out. So we have now no ground. So if I now go in my outputs, look at that. It looks like for all of them, it's working. Yes. So because it's ignoring the mask, it will just simply get rid of literally all of those pieces. Now over here, it will also simply ignore it here because we are adding black to nothing. So it doesn't do anything. And now if I just go ahead and go from input one and input two, I'm pretty sure that that works. Input two, we know it works. And input three there we go. And it just update. Of course, I need to reapply my displacement, but that is looking good. So, perfect, okay? I can just grab the switch. I can say input selection. Let's leave it at one as a default and simply go ahead and expose this new selection and just call this one ground unscore type. Press ok. And there we go. Okay, so we have these three pieces here. Finally. Now what we're going to do is I will go ahead and I'll do this very quickly. I'm just going to like a frame and just call this. There we go. We'll call this tiles, base color. This one can just be to the roughness because it's just two extra nodes. So you can just plug this in here, and this one is just the height. So yeah, I can just do something like this. And over here, I can just right click art frame Tile on score base. There we go. Okay, so save machine one last time. Let's go ahead and start by exporting. So I will show you a different way of exporting this time just because last time I showed you how to do it with multiple outputs. This time, what I'm going to show you is simply to go into our ground, turn off automatic export, and we can just say, Okay, export this one. Then I can go ahead and I can say, Okay, I want to, let's set the ground type A in my label. Like that. Okay. So now I can say, Okay, I want to go 0-1. So this is broken up tiles. So if I just export this, I can simply go in here and I can say final, make a new folder, broken up tiles. The only thing with this one is that your file names are the same, which doesn't matter for real, but it can matter if you are working on a big project, and you need to keep track of value of your files. So if we just go ahead and press Select folder, and then we just go ahead and export this. There we go. And now I can set this to number three. Export. And I can say, these are going to be clean underscore tiles. Grab this one, select folder, export. There we go. Okay, so in the next chapter, what we'll do is we will go ahead and we will import this inside of a wheel engine. We will go ahead and set up a landscape material, and then we can just go ahead and we can start by actually painting these materials on our train. So let's continue with that. 49. 48 Setting Up Our Terrain Material And Painting Textures: Okay, so we are back inside of null engine four. Now, what we're going to do in this chapter is we are going to start applying our materials to our landscape. Now, an actual landscape, as you can see over here that we used, the materials are different from normal materials. They're actually quite complicated. At least I find them quite complicated because I don't know a lot about them. So because I do not know a lot about them, I also do not feel comfortable teaching you how to create one, for example, you can make basic ones, but they often get complicated very quickly. So what I'm doing instead is I went ahead, and there are many free landscape materials out there. So I literally just typed into Google Unreal engine for free landscape material. And I got this one from OC. I think that is his name. Basically, I would give it a read. If you just go ahead and well, if you want, you can copy URL or just simply go Google and type in Unreal engine for free landscape material. And then you can find this. So I went ahead and I went to download this because it's completely free, so I should be able to use it. And basically, I've inputed this in here. Now, this landscape material, I already had a quick look at it to make sure that it works. It's quite a big one. We only need a very small part of it. I just need something so that I can paint my materials on here and do that. But I can show you what I mean, like, because this is actually a really good landscape material, but I can show you it's now in the art folder materials here, and I can show you why it is quite complicated because it's simply it uses different techniques. So here, the way that these layers work and everything, I personally, I've never really done that because I rarely need to make landscapes inside of emu engine four. So yeah, that's my reasoning for it. But what I'm instead going to show you is I'm going to show you a little bit of let's say, hacking. So I'm going to basically hack this material together to make it fit for our use, which I think is a skill in itself that you can often use quite well. So this material, over here, we have the MI underscore landscape. That is basically our instance. If we go ahead and input this, you can see that there are many, many parameters in here. However, many of those I do not actually care about. What I did off camera is I went into textures and I just imported a simple black texture, just pure black. You can do this with Photoshop or substance design. It doesn't matter. Another thing that I had to do is I had to go inside of Mamset basically, we have a normal output, which is totally fine. But you want to add an RGBA merge node over here, an RGBA merge node. And then in the red channel, you want to plug in your aminoclusion. In the green channel, you want to plug in your roughness, and in the blue channel, you want to plug in your height map. And then in the Alpha, just have a simple white color and throw this also into an output, and I called the output set. Now, the reason I did this is because this landscape material, it uses optimizations, and those optimizations include combining different maps into one in order to pay only for one map instead of three. So, of course, we avoided those optimizations in terms of speed and just make everything a bit more easy. But in this case, we will need to do this because else it wouldn't work. So once you've done this, you can very simply go and export this. Now, I already exported the gravel, but I still need to go in here, and I need to, for example, set my ground type to one and export this, and this is going to be our broken up tiles. So we can just set it, press export again, and then set this to two export, and this is going to be our clean tiles. There we go. So Easy does it. That's all that we need to do. Now inside of Unreal engine four, I already went ahead and I just imported my normal maps on my normal textures I mean. So here we have a gravel, and I already imported the set. I just need to go into my clean and the other one, and I need to go in and give me a second to navigate to it. So this is clean. So I just want to import set my clean set and broken up import the broken up set. There we go. So those now all imported. So now what we're going to do is we are going to do the little bit of hacking. So if you see over here, this material is very specific to its textures, meaning that it has, like, a cliff texture. It has a grass texture, it has a gravel texture. But these are only names. I can make them whatever I want. So I'm not going to bother trying to change the names because these textures are linked to layer infos. And basically, layer infos are files that hold data. And that's tell the Twain what kind of texture to paint, basically. So that's why I do not feel comfortable changing the actual naming because I do not know where these names are being referenced, and if I change it, I could break it. So instead, what I'm going to do, it is very easy. We just need three materials. So what we can do is I can say, Okay, I want a cliff material. Also, over here, displacement, we can minimize, distant roughness, we can minimize, distant overlay. This is basically in games. What this would do is when you are looking at the train very far away, it would not use tlable textures, but it would use a unique texture because from that distance it doesn't look low resolution. So that unique texture will just look nice. I've done that stuff before, but it was in cry engine a long time ago. Because I'm hacking this, I'm simply adding my ground base color because I know that we can never look that far anyway. Grass, we can do. So we have what? Cliff, grass and gravel. Ironically, one of our pieces are actually gravel. Now, here you have landscape grass. Basically, landscape grass, what it is, is it automatically places grass meshes, but I do not have those. I do not want those. So what I can do, I can just go ahead and just add my black to this. So that's what I was saying about that, it's just even turn it off. This basically oh, sorry, it looks like that we need to keep it on. But this is what I was saying with this texture, this material is very big. It will even automatically add grass and everything, so it's very automated. Macroormal turn it off. I don't know what it does, but I don't need it, so I can just turn it off. Um, over here we have a slope using slope mask, turn it off. Once again, that's strange. Why would you give me an option if it errors? If you cannot turn it off, simply add a black mask because black just means that there's nothing there. And then what we have is like we have snow. I don't care about snow and we have soil, but I also don't yet need that. So you can even add more taxis if you want. So we got this stuff. So these I can just minimize because I'm not using them and to make it easier for us. Same with these ones, just minimize them. Displacement. I try to play out with displacement, but I couldn't get it to work, unfortunately. So I think it's only for it's not for as small scale as that we need it for, but that's okay. So cliff, grass gravel. Simply go into your gravel, for example, plug in your base color, your normal, and your set. Go into the grass and for the grass, what I'm going to do is I'm going to go ahead and I'm going to go for broken up. So I'm just going to have my broken up textures normal and set. And then for the cliff, I can just go to clean. So I hope this is not too confusing with the names, but this is something that even in the industry, you often just do, just to make it work, simply set these on here. And there we go. So now with this stuff done, we can go ahead and press Save. I will move this over to my on screen, and it should technically work a bit. Now, it should work very well. We'll see. So click on your landscape material. Now what you need to do is I just need to go in here and in this material, the MI landscape, I just want to dig this into my landscape material now. Now that will generate so let's give that second. It will say stuff like grass maps need to be rebuilt, but since we do not use grass, I do not worry about that kind of stuff. So it's just compiling the shader, and there we go. Okay, so this is what we have right now. It's black. Now, what we need to do is we need to go down here from mode to landscape and then go to paint. So in here, what you want to do is we have this paint. We basically want to go ahead and we want to we now need to apply those landscape layers that we already had before. So basically just want to drag these all in here. You see that now the arrows and this have disappeared. So I know even though the ones that I do not need, they will be dragged in. But there we go. Now we get this. I I just press G. So you can already see one of our materials in here, which is the broken up material. For the rest, we also have gravel, which is probably the one that we want. So what you want to do is you for example, click on gravel, and then you can simply start by painting it in. Now, the first time that you paint it in, it will need to regenerate. But that's basically all I really need from this. I just need to be able to paint in my materials. So now, see? I can have gravel. Now what you can also see is you can also see that now the painting works well. And with these kind of pieces, if we set our far off to be very sharp and for example, our radius to be quite small, we can do very precise painting. So we can literally say, Okay, I just want to paint this up until the crack. Okay, I was expecting my flo off to be linear. Okay, there does need to be, of course, enough jum trene here. Oh, wait, no, sorry, it's strength. The strength is messing me up. There see. So we can do quite precise painting. And for example, like this, we can very nice get rid of those pieces. Now, as I see over here, I do need probably a little do I need more geometry? You can see it basically looks at your tesselation, if I go to brush Y frame. Here, basically, based upon this, it will try to get rid of that. Now, I doubt that if I set this to brushy frame, I doubt that if I play around with my displacement over here and set the max testilation higher, that it would do anything. Yeah, you see, it doesn't really do anything. So I'm not sure what the displacement exactly does. That's the thing with when you do not make a material yourself. So we can go ahead and we can try if we need more precise placement to paint in or to recreate our train and just get a higher density landscape. Wow, that took me way too much to way chesus. That was way too difficult for me to say. Sorry, I don't know what's going on. So basically, so if you go to manage, you will see a very big selection cube over here. What I can do is I can go ahead and I can turn this one off, select these two cubes over here, which are the only ones that we really need. And selection cube. Sorry, I meant resize. Click on Resize. I'm thinking of something else. So click on Resize. And now if we go, let's go here and just go to BushwFrame. We can have a look. So resize mode. Make sure that it is set to resample instead of expand. Resample means that it will just pick our original train expand, means that it will just make our train bigger. Now, once I've done this, I basically want to go ahead and look at the overall resolution. Let's set this first of all to two by two. So that's double the resolution. I think that should be fine. We have a press apply here now it has increased double the resolution, but it keeps our painting in here. Now, I'm not sure if I go 66. Let's see how high I can go. I don't know what's going on with my speaking right now. Sorry about that. Ooh. So with this, we might be able to do something with like displacement. But now we can paint very accurately. Now, with this being a terrain, it should still from a distance, it should not be as expensive compared to close up because it is using LODs. Even though I cannot really see them now, that should be the case. But let's say that we have this right now. What this also did is it also made my texture. I don't know why is my camera so fast. Sets to two. There we go. So it also made my texture smaller. Now, I'm sure that there is a tiling mode inside of our landscape. But first of all, let's set this to 127 by 127 because yeah, we are not going to use displacement anyway, so I don't want to make it two over the top. And doing this hopefully happens to already set the texture resolution to exactly the size that I want. Yeah, it might just have done that. So let's just say that this is fine for now. Now, what I'm going to do is I'm just going to go into paint this time, and I want to have my base to be gravel over here. So what I can do is I can simply grab my gravel, and in the old version, there used to be like a fill layer to just fill everything, but I can't see it anymore here. They updated since the last unreel. So I'm just going to go ahead and set my radius very large and just click ones like this. And then it automatically just because it's so large, it just all becomes gravel. And then I can set my radius smaller. There we go. So we now have gravel. And our gravel actually looks quite nice. So there is quite a bit of tiling over here, but that's something that we can work on. So let's say that we have our gravel. If we have, for example, look in our camera rector here, now we can see that. We have some gravel, though it's not as visible as I want it to be. But that's something that we can work on later on. First of all, let's start with just the painting. So let's say that this area, we want to have just plain just like plain stone. So if we go for what was it grass, now I'm getting confused, but that's I just need to ground let's see. So the grass was going to be the broken up pieces. So I just need to go ahead and go for the cliff. So if I go for cliff, luckily, I only need to use like a little bit. I can go ahead and set my radius quite a bit larger, and I can say, Okay, I want this stuff over here. Just have it regenerate. Give the second. Uh, makes a smooth follow. Have it just like these large pieces. Now, these feel very large. Let's go into our near cliff tiling. So I believe that this is the one. So if I go for the cliff, let's set to like 1,000. There we go. So we can actually control tiling of this just fine. That's fine. 800. I do need to get, like, a good tiling for this, so I want to make sure that up close, the resolution looks fine. Now I can also, of course, increase the resolution later on. Whoa. That's concerning. That's something that I will work on. So I can, of course, increase the resolution later on. But let's say that we got this kind of stuff. Now, having this stuff, if we now go ahead and just set our radius quite a bit lower and start by setting our fall off on so that we have a little bit of f off. What we can do here is we can start by actually painting in now our grass, I believe it is. Cliff, our grass, so let's paint in our grass. And our grass needs to be the same tiling. So I'm also going to set over here. Our cliff was 800, so I also want to set my grass to be 800. There we go, make sure that that is correct. And now, there we go, see. Now I can start by painting this in, and I can almost just create a quick transition. Now, I feel like that we might need to just add like an extra variation map in between here. But we can also do this by just simply painting in, for example, our gravel. So if we go to our gravel, set our file off a little bit lower and just set our radius a bit smaller, we can go in here, and I think I will just make a variation for the gravel, and we can start by just painting away some of these pieces in order to make this feel more generic, as you can see. So like this, we can make it feel like that there isn't all this tiling because this is bad on trains. So when the tiling looks like this strong, but it doesn't have to be everywhere. We can just go in here. And I feel like that maybe we end up needing to go for more resolution after all. So let's just quickly go to manage and just set this back to 255 and press supply. There we go. Then I can just makes me feel better that I can do, much more precise painting over here. So we got this. I need to increase my gravel amount. So gravel, near tiling, let us set this to 800 because we pretty much made everything based upon one tiling, so we can just as well reuse that. Oh, yeah. Hm. That's interesting. So this one is now still smaller. So this one is 800. But then our grass is 800 and feel smaller. If we go 400. Yeah, 400. 400 maybe. Let's try that 400 here. We kind of need to have the gravel more visible anyway. So if we make it a little bit larger, that does not really matter. So that's looking, okay, that's looking pretty good. I think what we can do is we can do something like a darker dirt in here, but just break it up, but that's all going to be polishing. First of all, I know this tutorial has been going on for quite a while, but I first want to just show you the actual proper basics, and then it's just going to be ardens. It's just going to be polishing things and just making them look better and improving things and stuff like that. But here, I can now very precisely. With this, I can very precisely start by painting it in like this. There we go. I might not definitely I am not the best teacher for landscapes, but there are so many techniques that you need to know that it's sometimes hard to know all of them perfectly. And this is one of my kryptonits that I just do not know. I have no idea why this is so dark. I will check it out. It's looking really, really ugly. Yeah, it makes no sense. But, okay, so as you can see now over here, we got this stuff. Now, if you go into our camera angles, so we can just play around with it, that is starting to look pretty good. I'm going to now go in here. And I will start off with just some simple cliff over here and let's make my radius a bit larger. Yeah, I'm going to start off by just painting in some cliffs down here, then make my radius smaller, and then I'm going to just simply grab some grass, which of course is this version and start painting in some of that. And it will just transition nicely because it goes because it is the same texture. Now, let's have a look. I think I need to be a little bit more forward. So I think around this area is where we want to start getting some of those breakups that we have. Yeah, see here. So some of that area, let's paint this in, and then let's go back to cliff. And let's just transition some of these into, like, much larger pieces. Like you can see over here. Okay. Yeah, definitely need to work on lighting more. So Bell. Oh, let's, let's go back to grass. So this one, I was expecting it to kind of stop at that point. But okay, let's try something like this. So we got, so we got some of those pieces. And now what we can do is these pieces we can also later on, I will work on the door and everything. But that's going to be like a bonus chapter because it's very small insignificant props. So I'm going to go for grass. And maybe like some of these areas just painting, like, a little bit of, like, this damage. Let's get rid of that one. Just to break up our surface a bit more and to showcase, like, Oh, now, there used to be like an actual road here, but over time, it just has gotten worse and worse and stuff like that. Like this. And I will show you how to do a little bit of this, and then the variations that I will be making. So we can do I believe I don't think snow is really included because snow has its own specific, it has its own specific values. But I'm not 100% sure we'll see. But anyway, I can still have one extra texture that I can use. So that's what I will be doing. But I will do that off camera, most likely. Let's curve all over here. So let's see because we also had a camera that is like that, okay? Okay, so we're starting to get some of these texts over here. They're looking really nice. I quite like them. They have some nice roughness response and everything. So that's pretty good. Yeah, so definitely I need the gravel to break up the actual gravel. Now, I guess that one I can do on camera. Now I think of it because it's literally just reducing the stones. So if we go to our ground, we can go ahead and we can, where is our ground type. I want you to be gravel. There we go. And it's basically just going to be reducing my stone. So what I can do is I can in my stone layering, I can set my amounts and expose them. Stone unscoe A unscore amount. And that should be fine, yes. And then what I can do is I can just create a preset where I reduce them, expose Stone uncoe B unscoe amount. Expose stone on score C on score amount like this. Now the last one, I don't think I need to really do anything with that. Now, one last thing that I want to do is, if we have some very specific darkening like this, just go into your grunge map and just go ahead and yeah, basically in here, I just need to change it. Unfortunately, I cannot expose my actual random seat, which is a bit unfortunate. But what I can probably do is like a different seat like this. I could do this every time on Export, but I just want to keep this very non destructive. So let's just add like a switch grayscale. Over here and just expose this and just set this third variation. And just press okay. Okay, so that was very quick. I know, but it's just that I can go in here. I now need to copy over my identifiers into my labels. And if I go to presets, I want to go ahead and let's call this gravel variation B and just pass new on it. And now in the amounts over here, oh, don't forget to copy your label from your switch. So dirt variation on set off, so it has a different dirt variation. And if I go in here, I can now very simply go into my preset, gravel variation B, and in the amounts, I'm just going to tone down all of my stones a bunch. There we go, see. So there's almost no stones. And maybe in the end, I changed my mind, and I'm still going to go in here and expose stonec D score amount. So, I will do this quite quickly. Here we go. Stone D amount, also reduce that. And now we can just press update. And now we can export this and just call this ground gravel score B export. And now we can simply go into an wheel. And in here, we can say ground gravel score B. And I only will need my base color, my normal and my set texture for these ones, I guess. So don't forget your normal to just flip the green channel. Always do that. And now we should be able to just go into that material. Scroll all the way down to soil. Replace it with gravel B. Safe. Okay, that was quick. Okay, so gravel B was going to be soil. So if I go in here, give the second. For this one, let's say my smooth f of a little bit higher. My radius is a little bit higher. So the goal for this. There we go, is that I can Oh, tiling. Let's not forget tiling. So 400, I believe. Yeah, 400. There we go, see. And now I can just go ahead and I can also set my strength like a little bit lower and maybe my radius is a little bit lower. And I can start by just randomly painting like this. To basically break up some of this soil, and then I can just go back in my gravel and for example, sometimes get random patches. And between these two, we can basically break up all the tiling that we had so that it does not look as tilable anymore. And it's not as tilable I mean, of course, that it just feels like it's not just the same texture over and over again. And then when we look at it from a distance, it should hopefully heres. So it should look like a clean terrain. So once we're in here, for example, scale this up. Set the 200 to have a quick look. And there we go. We got our else train, and we got our textures in here. Okay, so in the next chapter, I think what I want to do is I want to go ahead and just jump back and forth between a bunch of stuff. I will go in and do fix the grass, maybe improve my twain a little bit more like the painting and everything. Yeah, definitely like that stuff. These windows and doors and everything, stuff like that, will all be done in a bonus chapter because it's very minor stuff, but it's very time consuming stuff. And I will just improve my lighting a bit, and I will show you, like, a bunch of other techniques. And yeah, so we're getting close. So let's go ahead and continue with that in the next chapter. 50. 49 Polishing Our Scene: Okay, so what we're going to do now is we are going to get started with, again, sort of like a polishing phase that I will go over. So it's mostly just going to be bug fixing, small improvements, stuff like that. First thing is our grass. I have no idea why it is this dark because I'm pretty sure that it wasn't like this before, so let's have a look. It could be because this is paint now on our rain and the rain material is doing something with our grass. I feel like that could be it, so but then our plants would also need to be, see here. So our plants are still oh. Let's go outside of folage So our plants are still fine, which makes me think that here, this has to do with something with, like, our shadow, see? So there's definitely something wrong in that respect. Let's go ahead and first of all, just check out our grass material. Maybe we can solve it simply by doing some over here, where are you? Oh, sorry, I'm in Texas. Foliage. Okay, let's see if I can get away with it with a subsurface color, probably. So subsurface color. Let's twy our intensity. So if we set this to 0.8, and we do need to do this on both of them. Does that fix it? Yeah, that seems to fix it from pretty much all angles. Let's have a look. Yeah. Okay. Okay. That was an easy fix. So we got those pieces done. There will be later on. So yeah, as you might have noticed, I'm now slowly just the chapters are starting to become longer because I need to try and get, like, all of these small extra things in here, which is why we will soon start going into time lapses. Now, there was another thing that I just wanted to try out. So let's see. This was our main light white. Yeah, and this was our extra light. Basically, what I wanted to try out is this. I wanted to just very quickly press duplicate it and then turn off the original one. I just if I press G, I wanted to see, but to me, it still felt a bit unlogical if it comes from this side, it couldn't reduce this, that it couldn't just show me still my lighting, see? So here, it still shows me my lighting, and I don't know why last time I wasn't sure about this, but this might now turn off both of these lights. So let's see. This versus, I can actually do it like this. So we got this stuff. And this one will put probably Oh, not that one. Sorry. This one will probably be a little bit less yellowish. So we got this one. Oh, we got this one. Yeah. Okay, so I guess that the lighting is still better in that one, because it captures all of our reflections a little bit better. I'm just a little bit on the fence about that. I still kind of want to have these buildings in light, but I don't want to fake it too much. Like, that would be a little bit too much if I literally just go in here and like, for example, just cast shadows like this and just do something crazy like that. So but okay, I will get back to that. What I first want to do is I want to make my ground a little bit darker. That's basically one of the things that I wanted to do. So let's go into our ground. And let's go ahead and let's go to parameters. And I want to set my ground type. Let's start with number two. And now, if we just go ahead and go in here in the base color, let's just add an HSL node. Which is all the way over here, but let's do this. I'm just going to make my likeness a little bit darker. I just want to get some overall darkness in here. And because this is a train material, normally, I would simply do this. Well, actually, I can do this inside of. In real now I look at now I think of it. If you want, you can go in here, you can go to ground because the base color is not included in that collection. If it would be included in the set, we cannot do this, but maybe I can actually give this a try. If I go to my ground here and I set this to like 0.8, Let's also do this with the broken up version so that I can see it a bit. Basically, I want to make it stand out more. Oh, no, wait, I cannot do this. The reason I can now I think of it because then the transition will look strange most likely between the two. It's not that strange, but when we also make our dirt darker, the transition will not be good. So so I'm just going to do it inside of substance because I also don't trust it. So anyway, in here, HCL note, let's just reduce this to 0.45, and this one is going to be the broken up version, so just export this to broken up tiles we also quickly just set our ground type to the clean tiles. We can also go ahead and export that. Here we go. Okay, so that's now a little bit dark. Let's see how that looks. Okay, so now it is a little bit more visible, which I quite like. So that's what I wanted. Okay, so we got that stuff done. Let's continue with the next one. So yeah, I'm just basically just trying to make this easy. I feel like that we later on also probably want to grab some kind of, like, a grass. Is my Why is my grass dark again in these areas? Do I need to No, I don't need to update my twin because else it wouldn't work over here. I'll keep an eye out and it's most likely just has to do with the shadows. Anyway, what I wanted to do over here is I wanted to paint in broken pieces wherever we have this kind of gas. And if we have a lot, just paint in like soil. So for this stuff, just go in here and start painting in the soil. Actually, I'm just going to go for this actual soil, which is without as many stones. But yeah, I definitely need to fix this. Like there's something going on here, but I will check it off camera because I'm not familiar with this problem. So it might take a bit longer to fix. We have over here our Cliff looks like, Oh, sorry, I need to have grass, I mean. There we go. And let's go ahead and the paint, let's set our strength a little bit lower, sorry, not the strength, our radius is a little bit lower. And also in here, just start by painting this in so that we have more broken up pieces where that the grass can actually grow in between rather than just have the grass sit on concrete. Now, of course, we do not really get that close to these pieces. So once we get to this area, I'm just going to quickly do this. Go to soil, maybe my radius a bit lower. Just play around with that because I don't need as much detail in these areas. But of course, if you're making game environment, you would probably want to spend a lot more time just making this very nice and just perfectly, like, matching up and everything. But in my case, I'm just doing stuff like this to kind of fill up this space and just make it look a bit more interesting. Like over here? Yeah, so yeah, at this point, I'm not as picky anymore. I'm just adding the soil everywhere where I can just to indicate that this stuff over here, it's just mostly places where ground where plants can actually grow properly. Like that. Okay, so we got some of those pieces. Now that we've done that, so basically what I want to do is I want to make my textures feel a little bit more ground, that's what right now. If we go here. So yeah, you can see the gravel, but we have so much foliage in here that it will be hard to actually see the gravel. However, in games because we cannot just push more and more foliage in this direction, we would probably want to go for something like a grass texture, actually, that is sitting below here to fill up the space. Now, as you might have known, with our grass texture, it's not as easy because we would need to create an entire grass texture. So instead, what I'm going to do is I'm just going to grab like a grass texture and use that just to save some time. Now, I first will need to check with my landscape material to see if Yeah, I'm just going to toy out my snow to see if I can actually use the snow because else I would need to use a different method. So let's go over here and I'm going to basically for now, use gravel in my snow. Actually, I just need something in here. So let's say gravel bee, for example, throw this into your snow. And I basically want to see if I can turn off the snow and maybe I can turn it off by changing my actual texture. So let's set this to like black, for example, tiling to 400. And now if I go into landscape, I can simply go to snow and I just want to see if this actually works. Let me just compile the shaders. Okay, so it seems like that works without actually showing anything else in the snow. So that's great, so that we know how to do that. So what I'm going to do is I'm just going to go ahead and go to subs and source again. And let's see. I want to basically just get like some grass that still shows some soil in between. So moss and grass, low grass soil. Like this one could probably work quite well. Or we can go for like I want to get like something more grass than soil basically in here. So let's see. I think I'm going to go for that first one that I saw. You know, I think this or moss and grass patch might actually work quite nicely. So let's go ahead and just download this. Let's just go in New file grass. And what I will do is for you in this folder, I will just implant it. Here we go. This is a very large dot SPSAR file. I'm not used to it being this large. So let's see, no height needed, no AO needed. Actually, maybe a inclusion, no metallic needed. So we can go in, base color, and actually, I can go in here. So over here, I don't know. I wasn't expecting it to show anything like that at the top. Basically, we need base color, normal roughness. And I am in occlusion. Set my normal to be open gel. But what I don't know what this thing is. It's like they made it preset dried out moss fresh moss. Okay, that definitely doesn't work. Let's U know that. Okay, how do I get rid of this one? I basically just need to play around with things, so that doesn't work. That is very strange that it just adds something like this in there while it shows in our preset to not have anything like that. I mean, I can still make this work. Like, I can just go ahead and make this tileable just by adding, for example, like a transform. And let's see if we just hold Alt Shift and just scale this up like this and then add a make a tile photo color. Here like this. That's already good enough for something like this. It's just a bit of a pain that I even had to do this. I can do the same with normal. Now my normal map, normally make a tile photo, it's a bit tricky with a normal map because it can give you an inaccurate normal. But I think for something dismall this should be fine. Like I'm not too worried about it. Transform and make a tile photo greys scroll because we did not change any settings, it should be exactly the same. Yes, it is. And we also now need to do that with the aminoclusion. There we go. Okay, so we got these maps normal, and now all I need to do is create an RGB, a merge. So we had what did we have amin occlusion, roughness, and then a uniform color for my height and a white uniform color for my Alpha. Throw it into an output that I'll call the set There we go. And let's just go ahead and quickly save this. So, this, of course, I'm doing very quickly because I've already covered this, but I still want to show you just for the people that want to see it again. Okay, ground. So a folder called grass. Let's import this. Double click on your normal and flip the green channel or not. I already flipped? No, yeah, we need to flip the green channel. And let's go ahead and let's go into our landscape material. Scroll down all the way to snow. Here we go. Plug in our grass. See, I hope you don't mind me doing it this way, but else if I need to make a grass texture, then it will this story will simply become too long, and I need to think about more things than just one singular texture. Let's go ahead and set the f off quite high. So the grass, I just want, maybe not that high, I just want to have a bit of f off radius, maybe like 60. And then what we can do is we can start by these dense areas. I will, first of all, paint in the grass like this, and then I will balance it out basically. So I'm just painting out this cart, but right now we can see like it's way too dark, but don't worry about that. That's something that I will match it more with the colors later on. I think for now, it is good if we just have somebody starting to work a little bit to have some green in here. Yeah, let's set my strength a little bit lower and in this area, just like start painting in a little bit more of that grass. Not completely. Like, it's fine to still have some concrete here and there, but just from some of these more larger patches. Like here, I can get away with concrete. I probably just want to go in. And if I go to my landscape and go from snow to soil, for example, yeah, I can just, like, make this a little bit more soil, and now let's go back into snow. Like over here, it can use some grass definitely. There we go. And actually, when we do this, we probably don't need to make the veins anymore because those branches, that's literally just an alpha with just some just like some painted into Photoshop branches. So it's not too difficult to do if you want to add it. I might add it for the ivy, but basically for this, we probably don't even need it. But I'm tempted to scrap the ivy because ivy is literally a ground plant, but then on its side and then just change, the positioning a little bit. So I think what I'm going to do is I'm going to have a look and see if mega scans maybe has some ivy that I can borrow. Okay, so over here. Now, I have a feeling that the grass might be affected by the distant field in a way that is actually breaking it. I know that we have set it to affect by distance field, so that's something that I do want to. And I'm talking about, like this really dark grass. Like, I think that's the problem. I think for some reason, the distant field decided to make this not like our grass, basically. But okay, let's say we got something like this. Now, what I'm going to do is I'm basically going to go ahead and go to my camera view over here. Okay, that's not a good enough he. Let's go in here. There we go. So we just need to balance this out. And honestly, we can probably do this as simple as just going in here because with this one, we can just change the brightness. Let's do 1.8. See? There we go. Just to make it a little bit brighter, and when it is a little bit brighter, it does fit in. Maybe also make it a little bit more greenish. So I think we can do that in saturation, else, we need to do it in substance. Yeah, let's do this in substance. Let's go into Substance Designer. Let's add a replace color range node over here. What you can do with this node is you can basically grab your source color, which is just going to be like a greenish color. I can then set range up. And then in my target color, what I want to do is I first want to click on my source color. This will basically make sure that it stays the same. And at this point, I can just start by see carefully just moving my slide to, for example, make it more green. Or make it any color I want. I can make it red if I would want to. Then I can just re import this. There we go. And now it will match even better with our plants over here. So we got that stuff. Now, with the distance field, what I suspect is that if we go into foliage and we click on here, if I turn off this one gets affected by the distance field, that will fix it as I kind of expected. It's mostly just the grass if I go back outside, there we go. So it still gets affected by the screen space ember inclusion. It's just that in the distance fields, it will not get affected. Now, I'm not sure if that makes it look bad or not, because, of course, it does mean that from a distance, we do not get the really typical distance field effect that we get on these pieces. But to be honest, I'm not sure. Yeah, because if I do a fact distance field, like I have no control over how much I want in it with this in this case. I could try and see if there's if we go to assets and foliage, there's always like this so grass A. So we have turned on these two side dis field and distant field resolution scale. I'm not exactly sure if I need to set this higher or lower, but sometimes it does make a change. Let's do 50. Let's go crazy, just Okay, so that does make a change 30, maybe. So I just need to see if I can find the Oh, wait. I'm changing the scale while I'm calculating my mesh distance fields. That's not very good, and I think I crashed. So let me just pass a video. Okay. Luckily, I did not crash, but I need to wait for this to generate. And after we've done that, what I will do is I will actually start by making a list of stuff that I want to do, and I will do this in real time just to show you the planning of everything that will still be done up until the end of the tutorial. Okay, so unfortunately, the resolution doesn't make a change, so I am afraid that what we need to do is we need to go into our main level because yeah, this one probably also doesn't work. No, so that I think makes it even worse. So yeah, let's just go ahead and just turn off a fact distance field, in this case, just for the painted versions, just to make our lives a lot easier. So let's say that we got this stuff. Now, let's go into our camera actor. Let's make our screen a little bit bigger so that I can really take in the environment, press G to go into game mode. And then I will just go ahead and his No, sorry, screen percentage set to 200. Okay. So what I'm going to do now is I will have my reference on my other screen. I always do this. I will have my notepad over here. And what I'm basically going to do is I'm just going to have a look at my environment. I'm going to have a look at my reference and see what things I want to improve in this environment, basically. So, the first thing I want to do I want to make my terrain more uneven, so that it just as a bit more bumps and maybe also like a ramp where we have the door. So that's something that I want to do. Second of all, I want to add corner dents to my buildings. Now, doing this, I will do this, off camera. However, I actually have a tutorial of this on YouTube, so I will literally just include a tutorial because it does include Cebush which we did not include in this, but it's like an extra bonus. I want to add parallax to my textures. That's something I wanted to do. I want to let's have a look. Probably do another lighting pass to make the back buildings a little bit brighter. So this is basically also what you would do in the industry. Before you go, for example, to your lead, you basically just have a look. Now, of course, this is a tutorial, so everything works a little bit different. But, same general idea. Improve the glass. On my windows because right now it just looks all very plain, and it's just like all yellowish, and I don't really like that. This darkness over here, I'm going to keep that in. We also have it even in real life, so I'm not too worried about that stuff. So, okay, so we have, like, our lighting, our foliage. We will do another lighting pass. We'll get some parallax in here. So far, if I look at my reference. Yeah. Okay, so mega scans pass and the mega scans pass is basically me showing you what the environment could be if you spend even more time on all of your extra pops and everything, those will be things in Mexican spas, will be things like the doors, like fire hydrants, like these extra bits that you can see, like the um rain rain. I forgot the English word. Wow, I really forget that. Sorry. So that I want to do broken window variation, just to get some broken windows. I will once again do this in a time laps. Let's see. What else do I want to do? These decals over here I don't really like, so improve font decals. They are a little bit too stronger. They don't really show off my actual texture over there. So I'm going to do that. And I believe after I've done that, our foliage is working very nice. I just need some extra lighting our foliage. Artiv. I will add that too, but I will most likely just use mega scans to just add some ivy because it's just a little patch here and there. And I will later on just make probably, like, a YouTube tutorial about it. But yeah, in this course, I will not be covering that. Let's see. Is there anything else that I want to do? Um, I'm just looking at my reference right now. Yeah, just make train textures. More dramatic. I'm just calling it dramatic. It's basically over here when I look at this, I can very clearly see the train, I can see what is going on. While if I look at this, it's partly because of the lighting and partly because of the angle. Like if I set my angle down, it works a bit better. But most of this just feels like a little bit like noise. And I do not really like that. It's just like in these areas. Oh, wow. My thing starts to go very slow. It just starts to feel like a little bit. M I want to improve this. And lastly, I will do an optimization pass. Of our scene and a cleanup pass. So this is going to be what we will be doing in the rest of the toil, and once that is done, hopefully, everything will look great. Make the train more uneven. I'll do that in real time. Art corner dance. I will go ahead and I will show you how to do one of those. And for the rest, I will just add the video the actual YouTube video. That does mean that the video will feel a little bit out of context compared to the rest of the toil, but it would cover exactly the same thing that I would cover if I make it in real time. Parallax to my textures, I will do in real time. Adding another lighting pass, I will first off camera play around with it and then show you what I want to change. Improving glass on Windows, I will do in real time. The mega scans pass, the broken window variation, improving the front details, adding the IV. I will do all of those in a time laps. So those will come at the very last. The optimization and cleanup passes come after that and making the train textures more dramatic, I will go ahead and I will also do that in real time. That is the plan. We're getting close to the end. It's normal to go back and forth and jump between things at this stage. So feel free to go your own way if you want to make more improvement yourself. I'm going to go ahead and I'm going to get started with those things in the next chapter. 51. 50 Polishing Our Scene Part2: Okay, so let's continue with our list. So first one, making our train a little bit more uneven. I'm going to start but I want to see if I can create that ramp because it does here, we do have a ramp function, but it's often a bit tricky to actually see how white your ramp is so let's set it to like 500. Let's let's see, click here up until probably like this point, so I want it Okay, here. So you can see it. Then my fall off, I want to be like 0.1. Okay, so my fall off is low and then set this to like 300. I actually never noticed this visual representation of how it looks. It's actually the first time that I'm noticing this. Let's see. If I go to my camera actor. I think what I want to do is I probably want to go ahead and I want to set this one a little bit closer like this. And then this one up until probably this point, it's just going to be like a smile ramp, and let's press art ramp. Let's know that. Let's set our fall off to 0.2. And maybe let's set this a little bit lower. Let's ramp. Let's see. Does that make a nice impact? Yeah, it does. Okay, so let's do something like this. That's looking pretty good. And then what we do around this area is I will press smooth, and I will just carefully, start smoothing this out. That might be a little bit too much, actually. My contre Y means that you will redo it. I'm sure many of you already know, but just figured I should mention it. So let's do something like this. Now if we're going to paint, let's go into my soil over here and let's actually set the strength to be all the way up. So my soil around this area, I'm just going to because yeah, this is areas where you would probably walk or stuff like that. So here we go. So let's just give this a little bit of, like, a cleaning, and then it kind of spills out over here, the soil. And then at this point, the strength goes a little bit down. And it just creates like a little p here and there, a little bit. There we go, where people have walked and because they've walked, the stones got pushed into the ground or got pushed away and stuff like that. And I believe I believe that I'm literally editing my camera actor still, which is always a pain because that means that now I need to go back in and see if I can fight like that camera angle that I had. Well, actually, might not be too bad because I need to play around with this camera angle anyway, toggle a few. There we go. Uh, let's see. I was something around this area. So make sure to turn off your camera angle while editing. Okay, so we got that stuff done. Let's go into our landscape, sculpt. Let's go into noise. So the noise works great on actual mountains. However, I do not think it will actually work on flat ground, so we can give, like, a go, but maybe it does. Yeah, here. Now, I see. So noise often just goes downwards. I don't think, see here, I cannot make it go upwards. So in that case, we'll just go for sculpt and set the strength very, very low. Radius maybe a bit lower. And I basically just want to go in. Let's go into my camctor. It's a bit tricky to actually preview this. But because this cameraactor is so important, I want to, first of all, go in here. Okay, for this one, I need to be very careful. Let's set my radius to 50. So let's go to smooth. Here, this stuff, I need to be very careful that I do not accidentally make all of my foliage disappear. Let's go quickly to select. Let's grab this foliage and just move it up a little bit. Over here? Actually, I can probably do the same over here, like, move it up a little bit so that it catches a little bit more shadows. I think that should be doable. Yeah, I'll just catch, like, a little bit more shadows here and there. Doing it, this? It's my This grass. I turned it off. Why are you still on? Foliage. Effect distance feels. Do I need to press apply or something? No, I shouldn't. Opra safe. Make sure that it is staying this time. I don't know why it didn't stay, but okay. So yeah, we now got this unevenness going on over here. Let's go ahead and make sure that it still works well for the other camera angles. So for this camerangle, we just get some nice unevenness. That looks nice. This camera angle, I feel like this unevenness over here is a little bit too much. So let's go into our landscape, sculpt, smooth. So the radius is a bit stronger and our strength is quite soft. So let's smooth this out a little bit. So have a look Camector two. Yeah, I can probably live with that and carat a tree. I can also live with that. Okay, so une Make Train more uneven, done. Next one, adding corner dens to our buildings. So for this, what I will do is after this chapter, there will be a video that I will call creating corner dens, and it will just be the YouTube video, or you can go to my YouTube channel, Fast Track Tutorials, and you can view it there. So for the corn ants, if you've seen the video, I now have just like these corner idents that I made in that video in my textures. And basically, you will see in the video how I'm using them, but I'm just going to show you again. Basically, what it is is it is just a very simple texture that has, like, some sculpted damages from Z brush, and I will show you how to apply them. I will show you the texture later on. First of all, I just need to make sure where to place them because I don't want to spend too much time. So I'm going to place them on these tops, and I'm going to place them on my trims over here. And I'm also going to place them on my corners over here. That's probably about it. Like the other pieces, I don't think we can get close enough for me to bother spending time on that. So if I go in here in Maya, I'm just going to create a very simple plane. This plane can just be zero like this. And all I need to do let's just turn on edges. All I need to do is place this plane around here. So I do need to remap it while in the tutorial, I use the piece that we already created, but same basic concept. I basically grab this plane, move this back in here. I like to give mine always like a little bevel, so I like to just hold shift and just give a little bevel and then move it down. Twice, make it fairly even. So basically, we get something like this. Now, I simply move this from one side to the other side, pretty much. Like you can see over here, I'm going to go ahead and just shade smooth so that it's just nice and smooth. Now all I need to do, well, let's go in tool settings and reset my pivot points, but let's just Jesus, so little space. Basically, what I want to do is I want to right click art a favorite material Ara Lambert. And this Lambert is going to be called corner underscore dent. And then if I go into my color, I basically just want to go into color. And I want to grab a file, and I'm actually going to grab my normal map for this. So the norm map corner, then, that's the one that I'm going to get. So this is how it looks over here. And so, yeah, it's just basically as a takeaway, if you don't want to see the video, you basically just have a corner inside of C brush. One of the corners you break up. You then bake that corner down onto a plane, and then you get this, and now you can translate this corner by moving it up here into another new piece. Because this is a plane and because this texture is not a square texture, but rather a very thin texture, all we need to do here is select it and scale it up until we get to a point where Oh, actually, no, sorry, we do need to go to UV and do best plane, probably, and then just do a very quick unfold, just to make it softer and do a very quick straighten UVs. So basically, for this one, we just need to go Scale this up so that it is mapping this and then just scale this down. Whoa, way too much. Scale this down until it's not so stretchy anymore. So that here. We basically get if I turn off my edges and faces and zoom in, this is outlook. So you want to have this on the corner, and now you can, of course, just play around, see how many of them you want. So let's say that you have this on the corner like this, that's looking pretty good. I don't know why I selected that. I'm often not too worried about tiling because you cannot really see the tiling. However, if you want to make it very precise, you can, of course, go in here and just set this to the top. And this to the bottom and you can even snap it to make 100% sure that it's tiling perfectly. But then, yeah, just go in, like, sections with squares. Basically, once you've done this piece, so now I can just reuse this piece for all of my other pieces, I can go ahead and I can clone this and I'm just going to go ahead and move this down so I didn't mean to open up my UV editor. So I delete this, clone this, and then rotate this using J 90 degrees, for example. I do know that we have some variation going on inside of our actual mesh in here. If you have that variation, and you cannot get around it, what you can do is you can simply add some extra edges. It's a bit sensive and just move it out like that. So if I just move these quite close, they don't need to be super, super close, just quite close. And then over here, I can see like, Okay, so if I just add a quick edge over here, select that edge and move it down, we get this effect. And there we go. Now all I need to do is because this is a modular piece, I need to select all of it. I need to go file and export my selection. And I want to export this in exports. Unreal, as in FBX. And this is going to be, I need to be 100% sure of this. Let's artist to slate concrete, block wite. Let's write it again. Export selection. Forgot my location exports, unreal. FBX, concrete block white. Press okay. And now when you go inside of Unreal Engine, let's first of all start by just setting up a corner dent. So if we go in textures, new folder, corner, underscore dent. And in here, what we can do is we can simply import the mask and the texture. And if we just go into materials, actually, let's do this in decals. Right click material called corner dent. And this material, it's just like a decal. All you will need to do is I've actually talked about this. So corner dent. All you need to do is just import your decals in here. Plug in your normal into your normal slot and then go into your digal and set this from opaque to transparent. And the shade Sorry, surface to deferred decal, blending mode, transparent, yes. And then the decal is going to be translucent normal so that it will only have a norm map and only have an obacite map, which you can probably not even see it. But basically, this will make sure that you only project a normal map on your decal. So it's a decal, basically. You can even use it as a decal if you want. You can literally just drag it on, and it would showcase for you. It's only because it's not square, so you cannot really see it. But it would showcase here. I would showcase the actual corner dent for you. So knowing that, I just need to go in my corner dent, and I just need to flip my green channel, remember? So we do need to do that. And now simply grab your shape over here, our concrete block white, reimport it, and press reset to FBX. And now if we open this up, all we need to do is just go into materials, decals and just drag in our corner dent. Into the last material and save. And now, this is what you get. See? So you now get these cornidns that are applied on here, which is very nice because now you can look at it from side, and it's subtle, but it will be there. It will be probably more visible down here. But yeah, you can see that it is very visible. So it will just break up your edges quite a lot more. Now you can have more variation in this. Maybe if I set my screen sends to 200, it becomes more visible. C. So you can just see these tiny details where they are just broken up. And because it's very easy to do, we only do this for like a few. I will go ahead and off camera, I will apply these exactly the same to this version, which is our trim A and to our pillar. And that's about all I need to do. Okay, so that is now done. And as you can see, now you can definitely see the details in here, which will nice. So we just got some nice corner dents here, so that's nice and old and here. And also on the pillows, we have some nice corner dents to just make them look interesting. And this is a very powerful technique that is also often used in the game industry for large modular pieces where you cannot just do sculpting and a unique texture. They will use something like this. So we got that done. The next one we'll be adding parallax to our textures. Okay? Yes, I promise to do that. It's mostly for, like, pieces like over here, where if we go to we need our master base master over here. Oh, wow, yeah. It's a really easy base master that we had. I expect that it would have become much bigger, but okay, so parallax mapping. Parlex mapping might seem intimidating, but it's actually quite easy to set up. So for the parallax occlusion mapping, basically what we need to do is we just need a base setup. We over here have a height map texture. All we want to do for this is right click, and we want to then convert this to a texture object, and then right click again and convert this to parameter and call this height map. So now it is a texture object is the only one that this node accepts. And that node, it's a very large one, but don't be intimidated. It's called the parallax. Occlusion mapping node over here. Now, this note, you basically want to plug in your high texture in here. Oh, it's using my Df texture. I wanted to use concrete tiles A, so let's grab the height. Plug this in here. There we go. Okay, so the inputs of these, they are pretty much always the same. So let's go ahead and let's do a few. So we need a press S click, so scale up parameter. So we will have our height. And that when I often said to 0.05. And this will just be simply the amount of our height. We will have the minimum, so the min and the max steps. These are basically parle seclusion mapping. The way that it works is it will place a lot of small planes very close together with our height texture, which which will give the effect as if there's actual depth. And basically the minimum steps is how little planes you want, and the maximum step is how many you want. So for the minimum, I go often for like eight, and for the maximum, I often go for like 32. So 32 is often on the high end. Some people do 16, but I like 32. Now, the tiling. The tiling, we need to now slightly change. So we simply want to have this multiply in the UVs. And then the parallax UVs become the new UVs for these pieces. So you can see that now, I just want to plug these in here. As you can see, like that. So the parallax UVs have become the new UVs. We need a height map channel. The height map channel is I don't know exactly what it is for, but it's always a T constant vector. So here, just pure red. And basically, if you just append that. Sorry, not append many. Come on. What was it? It was an append vector, not an append melanie. Then simply, oh, sorry, I do want to convert to parameter. High channel. Basically for this, just plug in your top and your Alpha in the same. I'm just doing this by memory. This is one of the few that I never know what it is exactly about. I just know that without it, it won't work. So we got that one and then add a simple constant that it will be the reference plane, which we set to one stroniOce again, these two, I'm not 100% sure what they do. I just know that I need to do them in order to make this work. Now for Parallax, we just need to set up one last thing, which is a bit more specific for our normal map, and that is a DD X and a DD Y. So once again, I just know that I need to do it. I don't know exactly why. It's a beauty of artist. I'm not a technical artist, I'm just a normal artist. Now, if you don't go into your norm map over here, you want to go ahead and set the MIP value to derivative. Yes, that's it. The MIP value to derivative. And then you can see that it asks us for DDX and a DDY. And the last thing I would say is over here, we have a pixel dept offset. I tend to always dig this into our pixel debt offset into the final. That's it. It always looks like this. At least, as far as I'm using it, it always looks the exact same. So this is like probably the 20th time that I've set it up. So let's save scene. See how that looks. Often. There might be some trickiness going on with the temp that we need to fix, but we'll see. So we got this stuff. And it should already start giving us a little bit, No. Let's go into our materials. And actually, this is the concrete tiles, A over here. So for this one, oh, actually, you know what? I'm going to make this black. I'm going to go to textures and select my black and then go into my mask material because I only want these on very specific ones. So let's make this just pure black, which means that there's nothing, and we can just save this. And then whenever we want a map, we can just input it. So let's do that. Okay, so that is a safer option, basically. Concrete tiles A. Now, here we have already implanted R let's turn this on. Here we have already planted the height tight. So what will most likely be the case is that we need to add our height to our Alpha. I think I've said this way back, but we can just check if I set this to 0.2. If it stays pretty much flat, which looks like it does, here, it only breaks in these areas. So 0.05, then it often means that we need to add our height to our Alpha. So if we go to the concrete tiles A over here, let's see, the height is, the height is fine, but it's not included in the Alpha. No, it's not. Okay, so we just need to quickly jump into designer. So as I was starting up substance designer, I realized because we need to export this as a different file anyway, because TGA on 16 bits does not support Alphas, we can just as well do it in Photoshop. So here in Photoshop, I literally have my tmp, and at this point, all I need to do I would set this up better by expoting it as a TIF file inside of substance designer as like a unique file, but at this point, because I would need to rename everything and stuff like that, I can just go ahead and go and Photoshop Ctraci on my. And in channels, you need to set your image from gray scale to RGB color and from mode over here from eight bits to 16 bits. And then if you go in channels, just go and press plus sign and just press Contra V so that it is in the Alpha. At this point, all you need to do is do a saves, and you want to go ahead and you want to save this as a TIF file and name it differently because if you input this as a TIF while there is already a file with the same name as a TGA, unreal will get confused. So concrete tiles height, underscore fix, for example, something like that. So I'm just going to take the easy route for this. And now if I go in here, concrete tiles height fix, input that. Now, open up your concrete tiles material. Concrete tiles height fix and throw this into your height map. There you go. So now you will get height. Now, this height is way too strong, so let's set this from 0.05 to 0.01. See? It's very hard to even see that it is completely fake, the height. So what I'm going to do is let's go ahead and go to my camera actor. That sets to 0.02, probably. Now, it will be a subtle detail. I wasn't sure if it would work on all locations, but we'll basically see. So we want to have it for this one we want to have it for this one. So this is concrete tiles A big. So, let's see. Concrete tiles A big, we want to have it, concrete tiles dark. We want to have it. So let's plug that one in 0.020 0.02, concrete tiles B, we want to have it 0.02, concrete tiles B dark, I want to have it 0.02. And I believe that's about it. So concrete tiles A. Now we just go to our concrete tiles and just start by importing everywhere this height map texture. Here we go. And now we can see that now we will have this parallax sitting on all of these fancy pieces. So that's how you do parlex into the engine, and I hope that that will just a little bit here and there. So Parallax done, what I will do in the next chapter is I will go ahead and I will continue by probably improving my glass, and then I will do my train texts, and then we'll do another lighting pass. So let's go ahead and continue with that in next chapter. 52. 51 Polishing Our Scene Part3: Okay, so what I'm going to do now is I want to start by just improving my window glass. Now, this will look a lot better later on where we have some variations with broken glass. But for these ones, I basically just want to go in my material and just fiddle around with it a little bit. So here we have our window glass over here. Okay, let's see. So I'm going to let's give this some more control. Let's add a multiply. And let's give it, first of all, some control with some color. So let's do a constant tree vector, right click, convert the perimeter and call this color overlay because this is just a glass, so I can just mess around with this stuff. It's not like the windows where it would change also the wood and not just the glass. This one is a scalar perimeter white. Else, I can just right click and convert this to a parameter and just call this vest. Now if I also go ahead and do a multiply for roughness, along with another scalar premter that I'll call roughness amount set this to one in our default value. Oh, wait, don't we are not using our roughness because we are translucent. You would think that with translucent, there should be a way to have also roughness in here. Oh, yeah, that's probably causing those pieces. So I don't know if I even remember that this was the case, but where is it? There is like a setting here, lighting mode, I believe. I don't know if it's surface translucency volume. Is that the one? Because that is one of these activates, but I can't remember if it's surface forward shading or if it is the other one. So we need to have a look. I'm going to start with translucency volume. I believe that it was this one, and that would just apply our roughness. So that can actually probably make quite a big difference. So let's save this. Let's have a look. Okay, so if we go ahead and have a look in here to see how it works, so the translucency still works. My roughness, I feel like it's working, but it's not too strong. So let's right click, create a material instance and just call this Windows instance, for example. And then if I go ahead and go into my assets, I do need to probably go into, let's see, Window B, C, all of them that have glass in them over here. And then I can just quickly drag in my instance instead of the base window. And then we can fiddle around with the settings until we get something that we like. There we go. Save my scene. So instance, let's have a look. What do we have here? So we have the OPST which yeah, okay, so that works fine. I'm going to set it a little bit lower. Let's set it to 0.3, for example. And then I mostly just interested in my roughness, here, see. So my roughness now starts to slowly art. If I set this, I will need to push this, it looks like, but the goal is that when I push it, that it does start to show up, like you can see over there, here, see. So let's set it to around 0.2, and let's set by C 0.5 maybe. Let's go into my camera actor so that I can also have a look at the distance. So the distance is starting to look a lot better. If I just go ahead and set the color overlay, of course, it looks a little bit dark, but that makes sense because everything behind it is actually dark. So it would make sense that those windows do not have a lot going on. They are a little bit brighter in our actual reference, so I will play around with that. I probably want to also make them a little bit more yellowish. Just set your colors to a little bit more yellow set the pro see like 0.7 inch. 0.8 0.7, play around with my roughness a little bit more. Let's see. Okay, so I'm going to leave my roughness at around 15. And my opacity, I want to go ahead and it's a tricky one. I think I'm going to mostly, I'm trying to find a balance between these windows and these windows. So 0.5, I guess, is 0.4. Let's 2.4 so that these windows are not as clear. So I think that's a trick for just some easy windows. Here, so we get some windows that are still looking quite a bit dirty. And in the light, they get like, very cloudy just because of all the dust that is sitting on them. So but with our roughness on it, you can see that sometimes they do nicely show the roughness. So, yeah, I think that is actually working quite well. And here, there's not much you can do because it's pitch black behind it, of course. So we got those pieces done. Let's see. What's next on the list. Improving windows, making terrain textures more dramatic. So if I have a look at this, basically, when I say making them more dramatic, I mean that I probably just want to make my stones a little bit more clear and maybe my normal map a little bit more stronger in order to really push this out. So if I just go ahead and go for, what was it, Base Concrete ground over here. Let's go to our ground. So, okay, so like this stuff is fine, stuff that we have over here. I don't know if I want to maybe make my camera a little bit straighter like this because right now the camera is kind of like pointing up, so I don't know if it would look nicer if I just make it a bit more straight so that it looks a little bit closer to this effect. I quite like having it near the ground actually. I'm just using my skull wheel to do very precise movements. Let's see. So ground versus up. Let's go up a little bit. Something around this area, seems fine. Then I'm just playing around a little bit more with my position, maybe a little bit more to the side. A little bit back to that we can see a bit of that tree. Let's go for position like this. I think that's fine. We have this position. Yeah, we definitely need to fix some decals over there and just add some extra windows in this stuff. But I'll just do that in time laps and we have this one. Yeah, definitely lighting is too plain in that area. So that's something that I need to work on. But okay, so if we go in here, we can get started by going into our stones, and I believe that we actually have a control to set all of our stones. Oh, we need to go into our ground. Set up preset or our ground type to be one. There we go. Okay, so we had control over all of our stones, I believe, at one point. Like the darkening of it. Oh, I swear we had that. Yeah, here, we do. But it is using, it's using this black color, so that's fine. This is the one that I need. I just want to make this a bit darker. And then if I have a look at my final output so that I can still see how it looks. So if we make this a little bit darker, hopefully that will already be enough. And then if I set my normal map a bit stronger, so here's a normal, but I just want to set my stones stronger, not the rest. Let's set the stones to 2.5. There we go. So we are going to make those quite strong. And let's go ahead and export this one, and this is going to be gravel and turn, actually, we can turn on set. We can turn off ambenoclusion, height, and roughness and export. Okay, let's go ahead and let's have a look in ground gravel. So base color normal and set. Let's right click reimport this. Okay. It's working a little bit, so it's making it a little bit more clear. If I go up here. So yeah, I'm going to make them a little bit darker, and I'm going to make the norm map. Let's make it a little bit more intense, and let's make this a little bit darker, just so that it's a little bit more visible. Export this again. Reimport. There we go. So it's a little bit darker. It's a little bit more visible. We still need to do it also for the other gravel variants. So if we going into ground, we just need to have a preset and set this to gravel variant B, like this. Let's export this one to gravel B. There we go. So that should make that. If we go gravel B, should make these a lot stronger, also. So then at least I can see some of the pebbles also from a distance. And then what we can also do is like later on, I will just make you can make some nice screenshots going closer up. But now I think that's looking fine. So also from like a ground view, we can get some really nice angles and also from other camera angles, we can just get some interesting looks with this. So we got that stuff done. If I have a look at it, I believe that that's pretty much fine at this point. So what I will do now is I will off camera, play around a little bit with my lighting to see if I can get it better. The reason I'm doing this off camera is because lighting, at least for me, it's often just a bunch of back and forth until I get exactly what I want and just me playing around with the settings I've already played around with. So that's something that I will be doing off camera, and then we can just have a look and see how everything looks. Okay, so by the magic of editing, I went ahead and I played around, put my scene a little bit just to see if I can get better lighting, and I did. So I wanted to go ahead and go over roughly what I did. It will not be exactly the same, because, of course, I'm redoing it. But, yeah, I think it will look good. So what I want to do, first of all, I'm going to play around with my son position over here, and I want to get it a little bit more it is like it is just behind the building. So just play around with it quite carefully so that you get a little bit of a sun here. I'm just basically twying to copy what I did so as to not make any mistakes because yeah, this just happens a lot of back and forth. I played around with HCR maps. Honestly, I played around with a bunch of stuff, just every setting, pretty much. So let's do something like this so that I get a little bit of sun over here, and for the rest, everything seems to be quite well. Now, what I'm going to do at this point is I'm going to go ahead and I do want to show you that inside of um Sorry, that's Photoshop. That what I did with the inside of the skylight, is that I went for a completely different technique. So for this skylight, basically what I did is, I was looking for, like, lighting, and then I found this image. We have this image in our reference, and I quite like the image. It has dark shadows in here. It is from a DSLR. It just has some nice sunlighting, but the shadows are quite dark, and it really fit. So I really like that. So instead of me using an HDR map, I end up using real time capture over here. Now, at the beginning, I was like, Yikes, that does not look good, real time capture like this. We definitely need to change that. Intensity I set my intensity to one. So I just went ahead and I started playing around with things just to get them exactly the way that I wanted. So the real time capture for my skylight, is already fine. Now, one thing we probably do want to do is we want to go into a distant field and just set it a little bit, like a tiny bit lighter. That's already too much. Most of the things that I did were in my post effect. So I don't want to I might need to come back to this. So I'm just trying to find here, 313131 FF in the SRGB. So now that we've done that, let's have a look at my skylight. So two is fine. I'm just going to make my color a little bit less orange over here. Let's start with something like this. Now, once you've done this, so we have our skylight color a little bit less orange. That's fine. This skylight, I still want to keep it. I think it's still very useful. So for now, let's just leave that. I think what we want to do now is we probably want to go ahead and start going into our post effects where most of the changes will happen. So if we go down, here we have our contrast. I want to set my contrast to zero, sorry, 1.05. So it is going to give me a little bit more contrast, but I'm going to balance it out basically, because the next thing that I'm going to do is I'm going to go ahead and go into my shadows. And in this gamma here where you play around with your shadows gamma, I can set it like a little bit up, so I can set this to like 1.05 also, probably something like that. Now, our scene over here, let's turn off our scene color tint. Now if we have a look at our color lute, as you can see, so I changed a tiny bit. I went into Photoshop. And I went ahead and I basically turned off. So here you can see my lighting test that I did. We still need to do a few things for this. But I basically just turned off levels. That's all I did. I just turned off the levels and then reexpoted. So that will just take care of that contrast. Now, in our Post fax, one thing that I found that actually makes a massive difference is that our ambien occlusion over here, we scroll down, our ambiclusion, the radius is way too big because when I set this to 60, see that? So you can already see press G. It actually adds a lot. To our scene. So here, you can see how much that it arts. So I set this to 60, and I set my power to 6.5 to make it a little bit more stronger. The GI over here, I set to probably around 1.5, just to push that a little bit, but it's very subtle. So it's a bit tricky to see. And at this point, what I want to do is I basically now just need to start playing around with a few more settings over here just to get exactly what I want within this. Now, I'm going to go ahead and set my directional light three to an intensity of 0.3, just to give it a little bit more light in this area. And now we're starting to get already, like, a little bit closer to this image that we had over here. So if I have a look at this image, what I can see is probably the contrast, like I want to probably set my contrast a little bit darker. So let's go into our skylight. By the way, if you want to just reset the cube map to get rid of it, I will also delete all of my HGR files from this because I no longer need it. So let's set this a little bit darker. There we go see, so we get these quite dark lightings. At this point, maybe let's go ahead and set our screen percentage to 200. Here, because that actually adds a lot to our scene. So we got something like this, and it's starting to kind of look a bit more like what we have over here. If I have a look at this reference, what I want to do is I want to go around to my directional light and just see if I can play around with the light shaft. Oh, yes, don't think the bloom. Would the bloom work? So if I set the scaling to like 0.1, at this point, I'm just playing around with it and set the bloom tint to be like a more orange tint. Or not, maybe not so maybe more of like a lighter tint. Let's see. Before, after, before, after. That does not. Let's say the max brightness. Can I set this lower? I can, but it's very sensitive. It's 20.25. Let's see, is this worth it? Before, after. It's 20.2. Before after before, after. Okay? That is actually starting to look quite nice because it actually gives me a little bit of that blue effect that you can see in the distance over here. So that is quite good. Let's do that. Our contrast is, contrast our contrast is pretty good. Let's see. What else do I want to do? Do I maybe want to, like, go into my light over here and I don't know, maybe play around with the color a little bit more. But if I said it's like a little bit lighter or maybe even a little bit more orange. Now let's set a little bit light. Maybe a little bit more reddish. I'll let you know when I found the color. So I'm very close to the color that I want. I'm mostly looking at this building over here because that's where the sun is on. Let's do this. SRGB FFE zero B four FF. Which is like a beige orange kind of lighting. I quite like that. Let's do that one. Now, there was one thing that I did try out, and that was the shadow amount. But if I set it to 0.95, for example, here, I don't you can reduce the shadows like this. It's basically controlling the amount of shadow that you are willing to let your skylight give. But I personally, I don't like I can only go very low to like 0.99, and then I already don't like it anymore. So I'm going to leave it like this. Okay, so we got this stuff. That's looking pretty good. Exponential height fork is uh, pretty much fine. Like maybe maybe if I sit my albedo, like, a little bit darker. There going to make it a little bit less intense, make my albedo a little bit darker, but we're super close to what I want. You can already see the difference between this and this. This is, of course, a while back, but you can just see how far our scene has progressed within this time. So this is starting to look quite nice. Let's see. What else do I want to do? So yeah, when I do the testing, I always do, a bit of the testing, and then I just go in and in real time, I just play around with things a little bit more. I just like to do this. So we have our gamma over here. Okay, so this one is already set to like a little bit blue. Maybe if we make it a little bit more bluish, may be tick too much. The positions are so small that my mouse has trouble making so precise. Let's do this. I honestly, you can copy the RGB if you want. But yeah, I'm very working very specifically now with how I want to have all the colors to be. So those colors are good. Now, I'm just going to go ahead and go back to my main reference over here. So this is what we got over here. Now, of course, this is a very plain like we are really gamifying our lighting over here. But the goal for this is that I want to have a look, and one of the things that I see is that if I set this back to 100, is that my roughness on these walls are a little bit too strong. And I'm not sure if it's I think it is the actual wall roughness that is making it so strong. So if I go to my materials and we have our what are these concrete tiles A because it's simply the lighting. The lighting makes it very strong. But what I can do is I can just very quickly go into my base master, and I can do the same thing where I like a quick multiply. And with this multiply, using a scalar parameter that I'll call roughness amount. Set to one. One means that we do not make any changes, and it just uses the map. But yeah, doing this, what we can do is we can just play around with the slider and just set our roughness a little bit less intense because, of course, we have a very intense light now that is shining directly on the camera. Well, it just needs to regenerate everything. So let's here we go. Okay, roughness amount. I don't know if I want to go for, like, duller, or maybe like lighter. I quite like light. It's just like the here because dull makes it look a little bit too well, dull. So let's see if I set my roughness probably I probably want to go for, like, something a bit lighter Let's do 0.65. There we go. So before, after. So that actually adds quite a bit, so I quite like that. So we got that stuff done. Now, this is starting to look very nice. So we got that. Let's play around a little bit more with our ambien oclusion. If we just go up here. Post effects, score all the way down. Okay, so our aminoclusion. Let's play out with my radius a bit more. Yeah, okay, setting this to let's set this to 50 instead of 60. Let's play around with my power a bit more. Let's set my power to five instead of six. And the quality just boost it up. So it's a very important piece of our scene, so we can just as well boost this up to make it look extra nice. Okay, so I think that is starting to look very good. So what I will do is, at this point, yeah, because some of these pieces, I do want to, like, make them look a little bit more interesting. For example, I'm not 100% sure about, like, the windows over here when we look at certain angles. But if we just have a look at this camerangle is very good. This camerangle is a little bit dark, actually. But we can work with that. And this one is also a little bit dark. Now, I don't know if I go to my light. The second one, if I set this to 0.5, for example, when I go over here. Okay, let's set this to actually 0.4, and then it should balance out. So if we set our light 3.4 like that, and let's set our actual light to 2.5. I kind expected it to be. What if I set it to like five? Okay, that's too much. 2.5. So here it's fine. Here, yeah, yeah. I can work with that throw on a little bit of photoshop to do a little bit of balancing. But for the rest, that should be totally fine. And the last thing I'm going to do is I'm just going to go in my post effects, and I'm just going to set my bloom intensity a little bit higher. Set this to 1.8, probably. So let's see, before, after, before, after. Actually, know what? Maybe I even want to set it lower, actually, now I look at it. Now, I'm going to stay with 1.5. I figured like I want to get a little bit more bloom on my foliage over here, but I do not want to sacrifice the rest of the environment for that. Okay, so I got this done now. What I will do in the next chapter is I will explain to you what I will be doing in time lapses and how I will be doing it so that you can still follow along if you are interested. But basically, these are done. So we have finally arrived at the final polishing of our scene. So yeah, please stay tuned for the next chapter. If you just want some extra info on how I'm going to really take the scene to final. If not, then thank you for watching, but I will do the outro 53. 52 Tutorial Closure And Info: Okay, so this is super exciting. So we're getting super close to finishing our scene. So this is what we have right now. Now, what I'm going to do is I'm going to the scene. So we have our pieces here. Now, the broken window variation, I will just make a time labs where I simply just create a variation of our windows where I just break simply using the knife tool or the cut tool, I simply break some of the windows. That's it. These front decals, it's just me moving them back and forth a little bit, so that will also be in time laps. Then the mega scan pass and the IV pass. Now, for people throughout Toyo might have not understood what I'm talking about with this, Mega scans is a photo grantr library owned by Unreal Engine. The company is called Quicksaw but Unreal Engine owns it, which is why I feel comfortable with using it now. I cannot include these pieces in this scene. That's because they still are owned by Unreal. I'm not allowed to just give them away while I'm getting paid for this tutorial course, of course. So they will not actually be included in this scene. So for you, this will be the final scene that you will receive. However, I will go and I will use mega scans, for example, for the Ivy and for these extra pops, if I just grab my over here. So these extra pops. Now, of course, you now know the skills to also do those because they are pretty much the same as the windows, and else I also have some pop tutorials if you want to go much more in depth in really advanced pops. But for me, I was focusing in this story on the bigger picture. Small things like cables, like these kind of pops over here, like the doors and everything and all that kind of stuff. Those things, they are not really that important for me because they just feature same techniques. Because of this, because they do actually make the final scene more realistic, I will use mega scans for those, along with some other stuff that I can find. Now mega scans you can get in two ways or you can simply go to marketplace of unreal and you can literally go to free and mega scans, and pretty much all the mega scans are in here, almost all of them. Now the reason I say almost all of them is because sometimes the thing with mega scans on the store is that when you want to download a mega scan pack, you are all of sun downloading 20 gigabytes of textures and materials. If you say, no, I just want something specific, you can also go ahead and you can use the actual mega scan website. So quicksa.com slash Mega Scans. You can sign in using your unreal account. And for example, they just are like more trash bags. This stuff is perfect for me to art. This stuff is, of course, very difficult to actually make TD. It would be almost a tutorial on its own, because it takes like, well, it's just basically a bunch of simulations and marvelous designer. I would make it, and it wouldn't even look this good. So that's why it is so great to have a photogramry library to enhance your scene. Not be scared to use it. As long as if you're a student, as long as on your portfolio, you can showcase that you can also make fairly complicated props and environments. It is totally fine for you to use mega scans to enhance your environment a little bit, and you just need to mention it just to showcase saying, like, Okay, my focus for this environment was foliage was materials. It was the bigger picture. I just use some mega scans for the final stretch, and that's basically what I'm doing over here. So that's what I will be doing. I will be time lapsing all of my work that I will be doing for this. And that's about it. Because these are bonus scenes, I just want to already close off titoil here. So actually, we went over a lot. I have no idea how long the ditoil ended up being. I think it ended up being quite long, but I feel confident that I have showed you all of the core skills needed to create post apocalyptic environments. So I've showed you how to create unique props. I've showed you how to create modular props. I showed you the power of decals in these kind of environments with all of the leaks and everything. And you can still see just like the massive difference before. And after. So it's very, very important these kind of things. I might also use some extra decals for mega scans for this, by the way. Yeah, I've showed you foliage. Now, of course, the foliage foliage can be an entire tutorial course in itself. So if you want to really dive into foliage, I would recommend downloading or buying some very dedicated tutorial courses on foliage. There are a feud out there with really amazing artists. I just scratched the surface with this, and we used both Maya, and we use Beree for this. Of course, I showed you how the great materials, the Tilable materials, which were really fun. So we got some really nice tiles over here. We got like these rougher tiles which will show up better once I fix my decals in here. I've showed you how to create variation. I showed you the importance of not having straight edges and of having like a silhouette with the buildings over here and the trees. And, of course, level dressing, lighting, and just everything that comes with an environment. Now creating an entire environment is a very big task. It is something that most people, you don't need to know every single aspect of an environment when you work inside the game industry. For example, when I worked at Ubisoft, for part of it, I was simply a pop artist. I would only make sometimes a building, but for the rest, I would just make assets that like the assets that I'm going to grab from mega scans. The other part, I was a texture artist. I would make the textures, and I would not actually make the actual assets. So you can imagine it's very useful to know all the skills that you need to that you know how to do lighting, that you know how to do level art textures, modeling. But try to also mostly focus on some core skills. Within environment art, those core skills are often going to be modeling, texturing and level art. Lighting is its own job. That's why they are lighting artists. Foliage is technically also its own job often. There are foliage artists dedicated for foliage. And, of course, they are dedicated level artists and everything like that. No, I will stop talking at this point, and I just really hope that you enjoyed this tutorial course. I had a lot of fun making it, and there will be many more tutorial courses coming out for Fast Track Tutorials. So I hope to see you next time. My name is Emil Sligos and thanks for watching Fast Track Tutorials. 54. 53 Bonus Adding Broken Windows And Balancing Decals: I I I I 55. 54 Bonus Adding Megascans To Our Scene: M I 56. 55 Bonus Creating Corner Damages For 3D Assets: I've one, thanks watching the Fast Track tutorials YouTube channel. If you end up liking this tutoil then make sure to check out our fill courses. The links to these are posted in description. So in this quick tutorial course, I will show you how to create corner damages that are generic and can be placed everywhere. Now, basically what this means is that we are going to create corn damages in the form of a decal. A decal is basically a plane often that is overlaying on top of your mesh, which will show it can be anything from base colors to norm maps to just damages, whatever it is used for so many things. Everything from cracks to just literally having litter on the ground to having foliage, so everything. Now the way that we are going to use it is we are going to create some sculpt of, like, a corner that is damaged. We are then going to translate that sculpt into a surface, and we will do that by baking it down from high ply to low poly. And then we will use that to the texture, which is going to only be a norm map and a mask, and we will use that to then map it on planes, and those planes will be placed over corners. Then using that along with some specific smoothing will result in a very nice damaged corner while still showing the textures below it. I will show you how this will look like. We will probably show you I will probably show you inside of Emble engine four, maybe inside of Momset although it is easier to show him in a game engine because you have more control over the shaders. So I'm going to get started. We don't need to do a lot inside of a three program. Create a cube and set the Y a little bit longer to like three, so that we just have a long cube the longer you make it, the more variation you can make in your sculpting, but of course, also the longer it takes to actually do your sculpting. Let's say something like this. Very easy. It's just a basic cube. I'm going to go ahead and export this. There we go. And now, what I want to do is I want to go into Zebras over here, go to Import, select the file that you've just import or just export it and open it up. And there you go. So you just want to go ahead and input this. Now, this file is very low poly, so we are not able to sculpt on this. What I'm going to do is I'm just going to use my dynamte down here, which will just do a re topo because subdividing doesn't matter for something like this. Even if you would add creases, oh, sorry. I messed up in part. I know it a little bit too much. So yeah, even if you would add creases, which you can do over here. So creases, basically, if you select crease, you can subdivide it and it will keep the corners intact, but it will still not give us even topology. So knowing that, what I'm going to do is I'm simply going to go into my dynamesh set is quite a bit higher. I think I want to go to around 1,500. That might be way to height. It always depends on the model. Like some models, you think like 1,500 is a lot, but it ends up being almost nothing. In this model, it ends up being three, 4 million polis. I am using my custom layout. However, these are just brushes that I'm using. So you can use whatever layout you want. I'm just going to use some brushes that you can also find in here. So I'm quickly going to just press trim dynamic and just have a look and see if I can actually Okay, good. So I still need to connect my drawing tablet. But basically, now what we're going to do is we're just going to do some quick sculpting. We will be using the trim dynamic, and you need to go to light box. You need to go to brush, trim and grab the trim smooth border, which is basically just like a harsher version of the trim dynamic. Now, what I'm going to do is I'm now going to go ahead and change my material to gray, and I will swap over to my drawing tablet, which means that my audio will change a little bit because of the position of my microphone. Here we go. So I hope that my audio is not too bad. Now, basically, we only want to really focus on one corner. If you feel adventurous and you want to have more variation, like you're making this for a large environment and you just need more variation, you can actually just go ahead and sculpt multiple corners. That doesn't really matter. Technique goes exactly the same for that. I'm just going to do one because it's a tutorial. So this is I'll throw away work for me so I can just, well, not do too much on it and just show you the techniques. So I'm going to go ahead and go to my trim dynamic. And then I want to go to my Alpha and said this to a square. This will give us a little bit more like well, a squarish look. Now, I'm just using I'm controlling my brush size using my drawing tablet, but you can do it up here also. What you basically want to do is you just want to break up these edges over here. Now, the top edge and the bottom edge, this is generic, so it needs to be a little bit tilable. It doesn't need to be 100% perfect, but we still want to keep it quite tilable. So what I'm going to do is I'm first going to go ahead, just going to give it a little bit of, like, just like some tiny damages like that. And I'm going to do that same over here at the bottom. And the reason I'm doing this is because these damages are so small that they still feel like they fit, but you will never be able to actually see the transition. So what we're going to do now is we are basically just going to break up these etches to make them feel a little bit. I'm going to go for concrete. You can go metal, concrete, wood, whatever. Doesn't really matter, whatever surface you have. I'm just going to go for a simple one which is some basic concrete style. Now, with these etches, something to remember. They will be repeating because we are making it a tilable texture like a generic texture. So do not make your details too specific because then you will see them over and over and over again and that might not look so good. Next thing is that I have down here in my UY the orientation. Now, this stuff over here, it's very handy. However, if you do not have that in your UY, you can also find it in Picker, and in here, you have orientation, and that's where you can set the exact same things. Basically, what orientation can do is for example, now I have a trim dynamic, I have my square brush or square Alpha set into it. Now if I just go add, let's say, Yeah, yeah. Let's say I like a bit of them just like this. And now I would go over to count Auri. You can see that count Auri is a little bit sharper, and often that one is quite a bit nicer, actually, to use. Now, I'm going to set my focus shift up here a little bit lower so that it's very thin between the two circles. This will also once again, give you a sharp effect here. If I do this, see? I will give you quite a nice sharp effect. So as I said before, keep this generic. Keep it not too specific. If you feel adventurous, you can also use your actual direction over here, which is basically a pencil direction. That is handy if you want to create some specific let's see, let's try some specific cuts. It often works better with the trim smooth border. So if you grab a smooth border with square Alpha, let's see, should normally. Here, there we go and think I just need to go for like a bit more. See? There we go. That's what I meant. So you said it's a little bit lower, you can go for some quite interesting cuts, as you can see over here. And if you do this, then I would say, just like place like a few of them, maybe change your angle a little bit. There we go. And I'm just going to go to my trim dynamic. Count Oi so count orientation. What do you count? I guess it stands for count or clockwise. But I'll actually never even tell about what it actually stands for. But basically, I'm just going to do this quickly. I would recommend that you take your time, look at some references of actual concrete damages and everything. One of the websites that you own, which is called chreference.org has, like, a lot of very nice reference images about it all free. So you can have a look on that. I will go ahead and post a link into the description for that also. But yeah, basically, I'm just going to go maybe break up the hatches because it's just a quick tutorial and an example. I'm not actually going to use this for anything. I'm just going to quickly show you. So basically, general takeaway is make it feel like a little bit concrete. Don't go too unique. Like over here, this stuff might be a bit unique, so I'm just going to fade it out a bit more, like you can see over here, maybe switch to ony just to make this kind of stuff. I don't know why it's so sharp in this area. There we go. Just try and make it a bit more interesting. Yeah, I don't know why it's being so sharp. Maybe my focus shift is set too low for that stuff. That could be it. You can try to suggest focus shift a bit lower. There we go. So, let's say we have something like this. So we just have some concrete damages. There we go. Just something basic. Now, what you want to do now is so you have this shape that's looking good. So I'm too picky. I shouldn't do that in a quick YouTube putiil. So yeah, let's say we have these damages. Looking good. Sorry, I can't help myself. I just need to fix it a little bit more. Okay. Now I'm done. Now I'm done. So these concrete damages, this means that we just have, like, a basic hypol. So we can go ahead and we can export this. Call this corner underscore HB and just press S and just give that second. Now, while that's doing that, I will switch my Oh, I will go ahead and change my drawing board position. There we go. So now the audio is hopefully a little bit better again, and we're just going to go ahead, not to Mm set to Maya. And what I want to do with this one is I'm just going to go ahead and I'm going to select this phase and this phase and press Control Shift I to invert your phase selection. So invert your selection and just delete everything else, because all we are focusing on is this one corner. Now, I'm just going to quickly go to edge, and because we have broken up this edge, it has created a little bit of a bevel. So often it works better if we also in here, give it a little bit of a bevel or a chamfer depending on which program you use. So I'm just going to go ahead and I'm going to give it like a quick bevel and I'm going to set it very low. So 0.0 0.1 is even way too high. 0.05, too high, 0.03. 20.02. There we go. So let's do 0.02. Okay, great. Now the next thing that we need to do is we simply need to go ahead and we need to go in our UV. I already have my UV editors up here, but you can, of course, also just go in UV and go here. And all I will need to do for this is I need to create a very quick and simple UV. Do this by going into actually, we can stay in object mode by going into UV, and let's go for Best plane. When you do best plane, you can select a phase and you can just press Enter, and it will just quickly create a UV based upon the direction of that phase. Now, the reason I do this is because all I need to do is select it. Go down here to unfold and just press Unfold. Huh. Let's quickly freeze our transforms because sometimes the UVs are a bit messed up when we change our transforms. So if you quickly go to modify and press freeze transforms, and just for good measure, also go to edit the lead Albi type in history. Let's give that another go. So UV, Best plane. Select it, unfold. There we go. See? That looks a little bit more logical. So we got this piece. Now, with this piece, what I want to do is often I tend to just go to modify and press layout because it will already, push it to the very corners. So we need to basically have this repeating. We are now going to have this very simply like this, but we are going to change this inside of probably Photoshop, I will do it. You can leave it, but I'll explain to you later why we want to change it. Just going to go ahead and select the top, and I want to move my top just like the tiniest bit bit over the edge. So normally UVs, you want to keep UVs that you're baking within one by one. However, in this case, because we are making them tilable just by simply pushing them a little bit over the top, what that will do is it will make them repeating. And because we took the precautions of it inside of sebush, you should not be able to see the transition or it will be so small that we can literally fix it inside of Photoshop. So, what do we have now? We have a low pool cube. We have some UVs. We want to go ahead and want to just shift right what am I doing? Sorry, mesh display, soft edge. So you just want to give the soft edge. And the reason you want to do this is because baking on a harsh edge like that, then you will be able to actually see those corners. So we just want to make everything nice and smooth. And I'm just going to re export this once again as the corner lopol. There we go. So we have a lowply mesh that is smooth that has a basic UV that is correct. And we have a hipole mesh which is just a sebush scalp. Now, I'm going to use Mama set. You can use any TD program you want that handles baking. It's all pretty much works the same. The reason I use Mom set is because I just prefer it. I find it the quickest and the easiest one to use. So I'm going to keep this very basic. Just simply go to your new bake project up here, just a little bread icon. And then what you want to do is if you just quickly go ahead and import your low poly OBJ and your high poly obij. So I'm just dragging that in. There we go. Drag your low poly under low your high poly under high. Now, first of all, go to low and just turn off out the bake because else while we are changing it, it will try to change some stuff, just deleting this metallic material. Now, I'm going to turn on my high because I want to make sure that my cage, which is this green bar is not sticking through the high. So you don't want something like this where you can see that it's sticking through. You want to set the max offset until nothing is sticking through anymore. Once that is done, you're pretty much ready to go. So you simply want to go to your Bake project, set outputs over here. And I will just call this corner underscore bake save. And we only need the norm map. So all you want to do is just press the normals. Let's go for 16 samples, and I'm just going to keep it four K. That's totally fine. So I'm going to press bake. And what that should do, here, if we now turn off our high ply, we can press the little P button to preview, and there you go. This is now our low poly, but it has our bake on here. So as you can see, it looks almost like it is low poly, but it just looks almost like it's a nice looking sculpted corner. And that's the whole goal of this. Also, the goal of this is that we can make it if I press contro D repeating. So you can imagine that if we place it on a plane and we just repeat the UVs, well, of course, I'm doing this quickly. So when I would do this nicely, you wouldn't be able to really see the transition because it's so small and then you will just have this very nice and repeating texture. Now, I will now go ahead and I will just clean this up. So let's just open this up inside the Photoshop. Here we go. And I'll show you what I mean. So we have baked this, but you might know that about texturing and UVs, is that you do not want to waste a lot of space. Right now, we have a 2048 by 2048 texture for something that we are only utilizing like what? A few percentage of, and that feels a bit overkill because we have all this empty space. Now, normally, what you would do is for this empty space, you would just have a bunch of these details because you can use this for everything from cracks to morcdns and everything like that. So normally, if I would make this for a game, I would be going in and just having a few different variations on the same sheet. I would have some cracks on this sheet so that I can just reuse and just cram as much as possible in this texture. That's not what this tutorial is about, so I just want to clean this up. If I ever look at this, I can just use my selection here, and then you can see that it is 2048 by around 120. So if I set this, if I go new, so if I'm going to go for a height of 2048 and a width, you want to keep it even. So 64, one to eight. Let's do one to eight. So that we keep even numbers. Now, all we need to do here is actually, I can just close this normal. I can just re drag in my normal in here. I can go up here and just make sure that the height is set to 100 and the width is also set to 100 so that it's just correct scaling. And then just hold Shift and just move this into the position. There we go. Okay, I don't know why it is giving me that tiny little bit here, see. So little bit of norm, but let's go ahead and just move this. Maybe something in the baking winter a little bit. It's probably because it's the very corner. It's probably picked up on that and try to give us a roundness because our hypol the corner is not perfectly square. So just do something like this, and then it should be totally fine. Now, if you really want to make one, mpcent sure that it's tlable another thing that you can do. There's many ways to do this. But, for example, you can select this tip. You can go to your move tool, hold Alt. Sorry, hold. What am I doing wrong here? They Photoshop changed. It keeps changing. I'm just going to duplicate the layer. It doesn't really matter. What I want to show you is if I press Contra Shift I and just delete everything else. Rest rise. There we go. Oh, that's it. It's because it was rest rice. You cannot see it, but you need to rest ize your layer because right now it is a smart object, but this is so thin that I was not able to see that. But basically, let's say that we end up with this little strip over here. All we will need to do is go to dit, transform and flip it vertical. Sorry, I meant do select the white one. Flip it vertical over here. 1 second. I'm messing up over here. I'm just going to go ahead and press cut. Just ignore what I'm doing over here. This is just me edit based. There we go, because it still had some leftovers. Okay, as I was saying, we have this little strip over here, which should fit properly. There we go. Now if we go edit, transform, vertical, it is now flipped and now if I just simply move this Photoshop, why do you ever since I'm used to the older Photoshop, and in the newer one, they made it that as soon as you select a layer, it will just move that entire layer, but I don't like doing that. So basically, over here, now you can see that now we have replaced this. So this is now here at the bottom, which means that it perfectly transitions. Now, if I would right click and merge these layers, I can then simply go over here to my clone stamp tool, and I can just fix this transition over here a little bit better. There we go, just to make it look a little bit nicer. But as I said before, I'm personally not as picky. I would make this perfect if it is for production, but for tutorial, I'm just going to go over this very quickly. So we have this norm map. We can go file and we can go saves. And I'm just very quickly going to save this as like a TGA and just call this corner underscore damage, underscore normal. And now what you can also do some programs, not all of them need this, but some of them do like to have a little mask. And for that mask, all they require is for you to make a new layer. Go to your brush and just grab a soft brush, set your mask to, like, white, and just basically do, like, a very rough, something that's very rough that looks like this. You want to keep fairly close to the edges, but I'm not going to worry about that because once again, I just want to show you the techniques. It's not so much about making it perfect. Because at least if you're anything like me, then when I am watching util, I just want to know how to do it, and then I can spend my own time on it, rather than needing to see someone going back and forth, like I did with the sculpting for a very long time. So you want to do something like this, select a layer below it and just go down here and add a solid color and make that blackti you have a mask. So you can also just do it like a saves TGA, corner, damage, underscore, mask. And there we go. Okay, so that was a very quick overview of how to actually make the thing. So we have created a high pool, we have created a low poly, and we have baked it all down, and then into Photoshop, we have minimized it so that we are not wasting as much space. So we now have a very nice norm map and a mask. Now I will show you how to actually use it. So I will just very quickly set up a cube. I will just do this with a cube. So if we go over here, the cool thing about this that we can actually reuse this shape. So if we go to the shape and we go ahead and just right click, Let's assign a favorite material and assign a new Lambert material. So that if we go in here, we can call this corner damage. Now if you just quickly go into color and just apply a file, you can go ahead and you can actually grab your normal map. Over here, sorry, corner damage normal, open that up. And all we need to do is we need to go up here and detextviw. We need to quickly go into our UV map because, of course, what we have now is that it stretched out because it's way thinner. So what I tend to do is I tend to just very quickly go up here, and I'm using my shelf. However, this is the split selected edge ring, which you can also find in Mash tools, and here you can find Insert Edge Loop. That's the one. And you basically just want to create a loop from a little bit closer. Remember how we don't want to go too close, but just something like this. Now when you do that, you can delete these outterfaces because all you need is you need the corner. You don't need anything else. So at this point, I simply go to Vertex mode and select all of this, and then I'm just scaling this up and I'm just placing this so that these bevels over here, I use them actually as a guidance to place them into the center. And then what you get is you get just a very easy corner dent. See? So you end up now with a plane that has the texture on it that is long, that is not stretched or anything like that. Now, all you will need to do now is I'm just going to quickly go to tool settings and just reset my pivot so that it's in the center. And I'm just going to show how to do it on a cube. So we are just going to simply have a cube. Here, let's just make it a bit bigger. So I'm just moving my corn the n out of the way. So we have this cube. Although it's not needed, I do like to always give my cube a little bit of a bevel. Wherever I have a corn nt, I do like to give the edges a bit of a bevel for two reasons. One, we need to place this as close as possible to our mesh. And because we have a little bevel here, which I chose to do, you can do it with a sharp corner, but I find that the sharp corner, the quality is just a little bit less. So you kind of want to also create a bevel in here just to get it. And also because it just to me, the smoothness, it feels like it accommodates everything a little bit. So I'm just going to very quickly, like, select all of my edges. I'm just going to add a quick bevel and make this very low. So 0.02, too much, 0.0. One, there we go. And now all you need to do is this is a decal, so it's a plane. You want to move this plane, and you want to move it very close to your mesh so that it's almost clipping. Like, you can be quite flexible still with this because it's just like a norm map. But you basically want to do something like this. So that it's not clipping when you look at it close. Now, a cool little twig that you can do is if you select these futzis because it's not long enough, instead of us duplicating this match and cutting it up, you can go to your tool settings over here, which you can find like Window and it's somewhere near here tool settings, general editors tool settings. You can preserve UVs. And now, if you do not make any drastic movements, but just up and down, you can see that it will just preserve your UVs and it will just keep it tiling. Make sure to turn it off after that. There you go. So what I'm going to do off camera is I'm just going to go ahead and I'm going to place all of these. So you just basically want to clone it, and you can, I'm just going to rotate it. So I'm just going to place these all around just for presentation purposes. And I'm going to select my cube, and I'm just going to go to my where mesh display and smooth because now that we have bevels, we can just smooth them and they will just become weighted normals. I have a tutorial on the weight normals for this, and I also have a more in depth tutorial on how to do baking inside of Mum's head for this. So you can have a look for both of these. So, I will see you inside of Unreal, where I will have placed these corn dents all around. I have imported my cube with its own material, and the corn dents have their own material, and then I will show you how to set up and show you the actual power of it. Okay. So as you can see, I've just placed my planes all the way around, and here we are in reel, and I have just imported our cube along with the planes, so they are just two different materials. I have also imported my mask and my normal. Don't forget you're normal to just quickly press the flip green channel because Unhel engine reads it as DirectX while Mum set bags as OpenGL. Once you've done that, I'm going to do this super sloppy. So all you want to do is make sure that in project settings, you have deferred or D buffer decas turned on, which is over here, debuffer decas, make sure that that is turned on. I'm just going to super quickly, create the material. I just call this corner and I'm just going to open it up. Going to drag in my corn that's normal and mask because this is very easy to set up this material. And all you will need to do is go into your corner I'm missing something. There we go. Go to material and set the material to be a deferred decal blending mode, masked or trans I think masked. I always forget which one this. Oh, no, no, sorry. Oh, yeah, and then DGA blend mode. That's when you want to set to debuffer translucent normal so that you only have a norm map and an opacity channel. You plug in your normal, you plug in your VST. See, I knew it. I had to be translucent. Set your blend mode to translucent, else you will get error. I always forget. But yeah, basically, you save this. And now, what it is doing is it will only show up in the normal, which means that if we have this nice little cube over here, as soon as we drag this on, oh, we cannot drag it on. You need to actually select it because it's a decal. Go down here and I will just drag it in here. Boom. There you go. Go and dens. And you need to go very, very close in order to even see that they are not part of the mesh. But just like this, you can see how powerful this is because I'm not doing any special baking. So that means that if I would actually spend the time on this, I can have massive buildings, massive buildings or whatever I want, even buildings like that and everything, I can just break up the edges simply by moving a plane along it, and that's how we also do it in the game industry on big budget games. We often use these kind of techniques also for cracks and everything, just to have some extra cracks. It will just add a lot more detail to your models, especially large models to break them up because for a large building, you cannot bake in a unique normal and actually do all the sculpting it. That would take too long. It would be too much texture memory. So what they often do is they simply do a decal technique like this and they just slap that on the edges, and it is less time, less texture memory, and it is quicker. So there we go. Now, this was very quick. So I hope that you get a general idea of it. Feel free to experiment with it a lot more, but this was just a quick overview of it, and I hope you enjoyed this tutor. Of course, make sure to like and share it if you did enjoy it so that more people can see it. And I will be making many more of these kind of tutoils. So if you have any suggestions, then please let me know in the comments. So until next time.