Easy creation of fluffy stylized/ghibli trees in Unreal Engine 4 | Populus Course | Skillshare

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Easy creation of fluffy stylized/ghibli trees in Unreal Engine 4

teacher avatar Populus Course

Watch this class and thousands more

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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.

      Intro

      0:29

    • 2.

      Software Requirements

      0:40

    • 3.

      1 Tree It Tree Modelling

      7:04

    • 4.

      2 Blender Tweaks

      2:13

    • 5.

      3 Unreal Engine Material Creation

      8:39

    • 6.

      4 Leaves Mask Creation

      6:51

    • 7.

      5 Final Touches and Closing Thoughts

      7:44

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About This Class

In this little course, you will learn how to create amazing fluffy trees inside Unreal Engine 4, we will be using mostly free software like Tree It and Blender, and Unreal Engine 4, and the only paid software is Photoshop which you can easily replace with other image editing software :)

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Transcripts

1. Intro: Hello. In this course, you will learn about stylized or a fluffy trees creation from a treat program. And we're going to modify it a little bit in Blender and we're going to import it into unreal. And we're going to create a little mask for it in Photoshop and just get everything sorted in Unreal Engine. And we can make beautiful stylized slash Ghibli trees in no time. So without further ado, if you want to hop on and see see what this is all about. 2. Software Requirements: Hey guys. So before we dive deep into actual creation of these fluffy trees, I just want to make sure that you startup every program that is needed. So for this one, we'll be using Unreal Blender Photoshop entry it if you don't have Photoshop, I will provide with some of the masks that we will create in Photoshop. So no need to worry about that. You can always download them and use them. You can always use any other photo editing software for the same exact thing. I'm just using Photoshop in this instance. So this is gonna be a pretty straight forward and a fast little course. So I hope you just open them up real quick and we get through this and get you the results you want. 3. 1 Tree It Tree Modelling: So let us get started with creating the tree because we actually need one. So I'm using tree it. You can use any other program you can use B-tree you can use, you can even model that yourself. I'm just using this program because it makes really good results really quickly. You can copy and mishmash what I did here in some other program as well. But I'm just going to show it how I do it in tree it. And this is my actual workflow. So it's a pretty simple program. We will head write-off to trunk, and let's do our trunk count of three. Now you can see it because not a single one. They're all in the same place. And what I'm going to keep the trunk length, length 200. But what I'm gonna do is trunk crinkling. You'll see I'm just going to bend them a little bit. So you can have some pretty fun. You can have some fun with these and make some really cool effects like this. But I'm not here to do that to her. I'm here to just get decent results with with the tree. And now bend. I want these bends to be wondered trees to be a little bit further apart from them, from each other. So let's look 3D. And let's do -30. I think that gives a decent, decent look here. Now, you can always mess with these, with these little shapes. But I'm not gonna do that right now. So because I think are really simple trunk is actually just good enough for what we're doing here. So also another thing you can always go to tree and you can go edit joints. And you can select each individual tree, trunk and branch and just kinda configure it your way if you want to. So let me just show you an example. I can just kinda put it in here, something like this, and create, and create this little edit. So let's go to the branch and branch count. Let's do 34. Begin for starters, let's do 30. And because most of the time you will not see the branches in their full well, in their full shape, to be honest, you will not see them here because they're really for almost fully covered in leaves. What I do is just lower the branch segments. We just slower all of these. So to say, optimization features here and probably reduction making Max. And I just like doing that because it makes it, it makes it have way less polygons. And you really don't need, don't need high polygons for something you're not really going to look at because it will be completely, almost completely covered in leaves. So we can do branch, Let's, let's do branch slits for beginning one-twenty. Let's actually pumped out to max. Why not? Also distribution on the branches? I like to put it to max because the best way you get something. And for the branch, let's same thing, just put it to max. And you can do split. And split is a good way of adding more leaves. And I'm going to do a little bit of splits on the branches themselves. Yeah, that looks good. Basically, it splits it splits the branch into and makes you have more more stuff on it. And again, branch slits will be almost invisible like you really have to try your hardest to actually see them in a tree branch. Let's segments completely down, everything completely down. So just put every single thing so you actually have better optimization. And I'm really satisfied with how this looks. Just, just one thing I wanna do is branch distortion and a little bit of green cleaners. They're just a little bit of that natural flair to it, that it's actually bending. And let's go to the leaf section. Leaf, I almost always bump up to max. And what I use is front or cross front. The other ones are not really worth your time to be honest, because they don't they don't produce good results. So I usually use front or cross front. Front is a little bit more optimized overall. So we have our little tree here. And what we wanna do is we want to add just something on the actual leaves. So we have materials separation. So we have a separate material for the leaves and separate material for the trunk here. So what we wanna do is scroll down here and you will have some default textures. We'll just use them. It doesn't really matter. Use anything. Just so it separates. This looks weird, but just so it separates Our how to say our materials. We don't do this. You will be having a hard time actually separating the tree trunk and branches from the actual leaves. Just do this, trust me, put anything in really doesn't matter. Basically. Now we are done. I'm pretty satisfied with the look of this tree. So I'm just going to click on File and Export, and I'm ready to OBJ. And I already have the folder where I usually keep this stuff and trees, you can put it wherever you like. And I'm just going to name it tree tutorial or three course. Let's see. Go in and I'm just going to create a separate folder for tree it. And this is tree course. And click Save. And we're basically done. So the next step is Blender. Fire it up. And let's get into creating in Blender. 4. 2 Blender Tweaks: So now that we're in Blender, we want to actually import our tree and just click on File Import and we will import OBJ. And just find the folder where you put this thing in. And tree and logistic OBJ imports. And this is the main reason I import stuff into Blender first before importing it into unreal is because you get some anomalies like this tree is abnormally big and also sometimes the tree is rotated weirdly. So it's sometimes like 90 degrees like this. So that's why I usually just put it in a software first before I actually before I do anything really. So let's just put it back in place. And now if you go to the material section, you can see we have separated materials. I'm going to name one bark and I'm going to name the other one leafs. So there it is. We have Barack and we have some leaves. But what we truly need is to reduce the size of this. So blender makes this really simple. You can just divide. You don't need to type your dimensions in manually. So what I usually found works the best is divided by 25. It usually gives us some nice, nice numbers here. So we allocate 16.9 m. It's really a really decent size for a tree. Let's put this into place. We can delete the cube, and let's just select this and File Export. I like to export my stuff as FBX. You can do other stuff FBX and find your place. And I'm just gonna do blender and just do tree course selected objects and export FBX. And now we're going to import this into Unreal so far up unreal. And we're going to create masks and materials for the leaves. 5. 3 Unreal Engine Material Creation: So now that we're in Unreal, we want to import our tree into unreal, of course. So let's just, i'm, I'm going to import it from the other screen. Just drag it into a folder. And let's, let just import. It should import fairly quickly. And we can get onto making some actual important stuff and making it look nice. So this doesn't really matter. And we can see it's imported the flower. And we can delete all of these because we don't really need them. We will be creating everything ourselves from scratch. So we can import, we can put it into our scene and it looks, it doesn't look that good. So let's go into here and open this up. So we already made a little material here. The third one we will be using, so leaves. Leaf, sorry. Yeah, okay. So see now our bark is not textured, but are, our actual leaves are. So let's save this for now. And we'll, this is just a placeholder for now. We will come back to this later and you can see what you can actually do in here. But before I actually go into creating and mixing some options with this and making it look really nice, like it should. Let me show you the actual material and walk you through it so you can copy it or you can just download the actual scene here I'm using. So I'm just going to open it up here. And there we go. So there's not much stuff here. It's basically just some base color or some emissive. And the most complicated thing is the billboard shader. And what it does, it basically makes so the leaves always look at you, always look in your direction. So they will rotate. You will not see that quite well, but they will rotate towards you a little bit, just a little bit, just enough to follow you to make that bushy looking effect that we're looking for and that sort of Ghibli looking effect that we want. So let's just first get into the base color. And here we just have a simple color parameter. You can, you can get that out by pressing three, left-click and just right-click onto it and convert the perimeter. And we basically plug it into this, into underside color and a huge shift. And we just have a few of these. A few of these here. What are they called? Parameters? So what we do to get those parameters, press S and left-click and you get a perimeter, you name it and plug it in. We do a simple underside color with multiply and a huge shift, basically creating the underside color. And what we have here is vertex normal and we break it out, just get the b value. We add that with our perimeter here. We multiply that by 0.5. This knee don't, don't convert this into a parameter because this needs to say as 0.5. And what we do now is we just do power and with the n softness. And what we do one minus x and learn those things together and plug them into base color. The next thing is emissive. Emissivity is really not that complicated. We just do a radius, a parameter with a Fresnel and saturate. Multiply that with a thin Buddha tint. The same thing we used here for color. And multiply that with power so we can adjust the power, the actual power of the whole thing and plug that into a massive for roughness. I just did a little bit, just did. You can press one and left-click and you can get variable here are parameters, sorry, and you can just put a value of one and plug that in. For the opacity mask. You basically just to get the texture sample. And you convert it into a parameter here and plug it into the opacity mask. And after that, what we do is we can do normal, but normally it's pretty simple. It just fixing some normal issues and you just get a color. You don't need to have parameter for this. It's pretty simple. So just the color and it's one on blue. So just plug it in here, one on blue. And we multiply that by a two-sided sign here, and we plug that into normal here. And now, the most complicated thing. That we are actually using here. But before I head into that, I just wanted to show you a few of these parameters here because this is not completely normal. What we're using here on Blend Mode is masked and shading model is two-sided foliage. And we want this two-sided thing to be checked. Just so you can see the opacity mask actually, because if it's not mask, if it's opaque, can see the opacity mask will not be present here. So we needed to put two masked and two-sided foliage and two-sided, just so everything looks even nicer. Let's get into this billboard shader. The billboard, billboard shader is basically texts coordinates, which are just the x-coordinates. Just search it up. And we might 1minus exit and multiplied by two. So this, these do not, they can't be parameters. These need to be solid numbers because it's a pretty complicated equation and not to bore you. Just copy this thing here and you will have everything under control. So multiply it with two and then subtract one. Then multiply with a to float. So just press two and then left-click. You can get this to float and append with zeros and then transform vector into normalize. And now we get into some stuff. So billboard size, how big the actual billboard is going to be. And we're going to transform it and add here with inflates. So how, how inflated are the billboard is gonna be? You will you will see this when we start configuring the actual the actual materials themselves. And you can see it on a tree, what everything does. And then you will be able to play around with these really freely and create some amazing looking trees. So we put inflate and vertex normal in to multiply. We add them all up and multiply with billboard scale, which are basically just built billboard scale, you will see everything like that. And now we plug this in to simple grasping because we want a little bit of wind and we just blanketed two additional BPO. And what we do next is just when intensity, wind weight, wind speed, just make all these parameters. And we plug that into worlds position offset, and that is the material for you. You can copy this using the tutorial or you can download it. And in the project settings, it's not that hard. You can get it down in probably 15 min to just copy everything up. It's not it's not really complicated. And once you get to flow, what does, what you'll really start to understand it. And I don't like explaining these nodes much because I think when you actually see what does what you will understand the nodes themselves are way, way better. So let's head on to actually creating something interesting. 6. 4 Leaves Mask Creation: So here we are with our little tree thing. And what we want to do is we want these kind of leaves. You can make a bunch of these leaves. And what we can do is open this one up and just put it to the side. And you can see sort of what each one does. So masks, you can bring these, you can see some of these. This will e.g. look really weird because this is not a tree. Let's set up for that. You can have fun with these and experiment pretty much. But we're going to learn how to make one mask out of this. This one in particular. We'll make our custom mask in Photoshop. And let's start our blank project that is one K by one K and L just say leaf mask. And let's click Create. The first thing that I wanna do is get myself the bucket and paint this black. We want that to be completely black. And just yeah, just that. So now what you want to do is look for your leaf shape online. You, you can, you can, you can make your own. You don't need to do this, but I like doing this because it gets me a little bit of it gets me a starting point, a bit better starting point. And what they do, I just use the snipping tool and just snip out this shape. I save it probably in the download section and as a leaf. And I close it up and go back to Photoshop and just get this leaf inside. So now the leaf is not really what we're looking for. So grabbed a presenter first and grabbed the magic wand and select everything we need. And press up here, select and mask. And make sure to output to a new layer. And there we go. We have our leaf here. We can delete this. And since it's just scan over the edges showing up, we want to go to effects and color overlay. And just max and the whites and press. Okay, and now we have ourselves a nice looking shape. Sorry. I messed up there. So just to cover overlay, okay, we have ourselves a nice looking shape here. And what we wanna do is just copied around, based it all over the place and just move it and scale it in different directions. As you can see. Just make it feel a little natural scaled sum down. And then you can always press Enter. Let me just lock this in place. I'm sorry. Sorry about that. So let's just copy these over and basically just spread them all over the place, scale them down a little bit. And after a while you can just basically copy and paste the whole thing, turn it around, and mess around with it. And the one thing I would recommend you is try to not make them touch each other. But even if you overlap some, it's it's pretty okay. It's pretty, it's not that bad. Just on, don't make mistakes like this. This will look weird on the map, but a simple overlay is really okay. So we're just going to copy some more. And let's just select this. We will just rotate it a little. Make sure it's not out of line. And we can always scale it in the opposite direction as well. Let's, let's do a little bit like this. That seems nice. Let's This is okay as well. And now I just want one of these. Let me just try and select. It's hard to select when there's so many stuff here. But let's try our best. There we go. So now we can make something like this, scale it down. And e.g. here I would like some overlap. Like this. I would like a bigger one there. And let's just Let's just move these out of the way. Basically, it's a copy-paste game. And you just copy paste a lot of these stuff and make, just make the whole thing feel full. That's, that's our main objective here. And let's just move this like so, this like so maybe this here. Yeah, this is really good. I would just like to add one here, smaller one. And I think this looks pretty good. So we can just go File Export as PNG. And what we wanna do is go to our place where we saved our tree. I'll let just see leaf mask. And I'm going to do course because I have a lot of leaf mask so I can know which one is which. And with that, we're pretty much done with Photoshop. You can make a bunch of similar looking leaf masks. And you can experiment a lot with them and see what works. What doesn't, It's up to you. I'm just showing you one that I really liked a lot and how I made it. So let's head on to unreal and actually make these little trees. 7. 5 Final Touches and Closing Thoughts: So now that we're back in Unreal, we, we have the material used for the trees. Just go ahead and create an instance. And we already have one here. So we will be configuring that one. I will go to the mask masks folder and go to the folder where we save this. And we will just drag our mask here. And let's just make it here. There it is, so you can see it. I'm pretty satisfied with how it looks. It isn't the same as this one, but it has that nice field with it. And now let me actually show you, let me actually show you what, what's happening with these controls. So we have these controls to create some interesting looking materials. You can, you can, you can even try to create some mythical trees like this blue one. Looks pretty cool. And let's, I would like to create some kind of orange red one maybe. Let's see. This is just experimentation pretty much. We are just configuring everything to see how everything works. And now the hue shift is a big part of this because it creates that underside color. You see, so one, and if you put zero, there is no underside color, It's only black pretty much. The underside color is affected by this huge shift. And as you can see, because the hue shift is 0.5, it shifted all the way to some bluish color. So we can do one. So it's pretty much the same color. You can do that. It's totally up to you. We can do 0.9 or 0.1. You can, you can't really go over because it doesn't make sense, because it should be really clamped to one. So you can see, you can mess around with all of these effects and figure out for yourself. I like to look up one, so I'm just gonna do something close to one like 9.5. So it has some variation. And now you can choose the power, which is the softness of it. It's all in your hands, how you configure these. So something like this looks pretty nice. Now, emissive color and emissive tint. You might have noticed it. If I put zero, you see that blackness and we don't want that. We really don't want these little underside colors here. So we want this something low. Even one. Even 0.1 is a bit too high. I use it with really low values because I just wanted to get rid of that little black tint there. And I want it to feel a little magical. Because you see if you put something whitish, it feels it gets that magical little field to it. And of course you can do radius. You can lower it. You can make it higher if you want. We can have fun with this. Honestly, we can, we can really mess around with these. You can even change it to something like this. And now it's a little bit better looking. It's completely up to you. I like to have mine at really low values. So let's do four and this 1.07. And let's do something white under the underside of it looks white. And that's what I like. You can experiment with this, of course. And now these billboard sizes and play tables and whatever, they can get confusing if you want, you can completely copy this and get a sort of a good overlook of what's going on. And you can just mess around until you find something that looks really nice. So billboard size, we can change that. And it's sort of yeah, don't go overboard. It's a weird one, so don't mess with it too much, but literally keep it to one. I usually I think I could have just placed this as a non perimeter because one is the default and it should stay one pretty much. There's nothing else you should really do. And then scale. You can see what that does pretty clearly. So we can do 0.5 if you want some skinnier trees. We can do 1.5 like we had before. We can do in two or three if you want some bushier trees like this one, It's totally up to you. I like the look of this. I like I like the look of three. Yeah, three looks pretty good. And then inflate inflate is basically how much you want them to pop out. And let me getting a closer shot. Sorry for the leg a little. So you can see how they will basically inflate each other. But if we put them two minus, it's not that good. So zero, I like to keep this 65 because it's a, it's a decent number to have. I like this, I like the whole look of it. And now, of course, the wind, wind intensity, you can always put your own, you can always put your own wind speed. I like something lower for wind speed, but maybe higher wind intensity. And wind wait five. Yeah, if you can see that, then it can create some pretty hectic effects. But 11 is pretty gray. Maybe even 0.7. Something like that, should work pretty **** nicely. So let's just close this up and let me give you my closing thoughts on this. So basically, what we did is created a tree and tree. It just modified it a little bit in Blender inputted into Unreal. We made the material and we made the mask for, for the actual leaves. And we just played around with the settings. And the playing around with the settings is pretty much the major part of this whole thing. And I want you to do it as much as possible because only that way can you create some really cool looking trees. And these, these really green trees that have this Ghibli effect. I created them by experimenting just a bunch and just don't be afraid of messing something up. You will eventually mess something up. Don't worry, just go out and experiment as much as you can. You will learn the most that way. And I hope you enjoyed this little course, and I hope you will see next some of my other courses. And I will cover the tree bark. But the tree bark material than I made here in this scene is a little bit more complicated. So it will need to wait for another to another tutorial or a course. So hope you had a great time and see you in the next course.