How to Make a Stylized Tree by using Blender and Unity

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Nice tutorial 🎯

👍︎︎ 8 👤︎︎ u/marennce 📅︎︎ Mar 04 2021 🗫︎ replies

Excellent video, thank you for sharing! Very helpful, especially how in depth and well paced this tutorial is. I experimented before and had decent results, but first time seeing the "Object>Relations>Make single user>Object & data"method for merging the leaves, saves lots of headache.

👍︎︎ 3 👤︎︎ u/_Kruske 📅︎︎ Mar 04 2021 🗫︎ replies

Looks awsome. How many polygons?

👍︎︎ 5 👤︎︎ u/CGyak 📅︎︎ Mar 04 2021 🗫︎ replies

This is unrelated to the video, but in your intro I saw you did Slay The Spire styled targeting arrows which has been something I've spent days trying to figure out. I went through your youtube channel and found that video and it's exactly what I needed! Thank you for making that!

I noticed in the comments section you talked about a "Deck Building Game Starter Kit" asset you're going to be releasing soon. Do you have an ETA on this? That's likely going to be a day 1 purchase from me.

👍︎︎ 4 👤︎︎ u/Kronikle 📅︎︎ Mar 04 2021 🗫︎ replies

Amazing tutorial, thanks!

👍︎︎ 3 👤︎︎ u/werysgamestudio 📅︎︎ Mar 04 2021 🗫︎ replies

Great tutorial, subscribed and waiting for more!

👍︎︎ 3 👤︎︎ u/Sino4 📅︎︎ Mar 04 2021 🗫︎ replies

Certainly looks a lot like this : https://www.youtube.com/watch?v=iASMFba7GeI

👍︎︎ 1 👤︎︎ u/DolphinsAreOk 📅︎︎ Mar 04 2021 🗫︎ replies

The video on the main page is a call of duty run, but when you click to the comments, it's the correct video.

👍︎︎ 1 👤︎︎ u/SpeedyPomegranate 📅︎︎ Mar 04 2021 🗫︎ replies

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[Music] in this video i will show you how to make a stylized tree by using blender and unity we will use blender to model the tree trunk and leaves in unity we will create the scene import the tree model then add material for it [Music] at last we will make lod models then set rod group in unity [Music] i use blender 2.83 to model the tree use unity 2019.4 to display the model use photoshop 2019 to make the leaf texture although here i use unity engine to displace assets it's really easy to import it into a real engine after open blender we need to create an empty scene here we click file new general there are some default objects inside the general scene we need to delete them press a to select the mode and press x there will be a pop-up window ask us to delete selected objects click delete to delete all selected objects so we get an empty theme next let's create trunk and the branches of the tree model here we will use a blender plugin click edit preferences click add-ons search tree we will see a plugin named add curve sampling trigger activate [Music] then we back to the scene wheel and press shift a choose curve sapling tree gen now we get a tree trunk model open the inspector at left down corner we can change its properties here first let's change the resolution of the tree in geometry settings set bevel resolution to zero curve resolution to one we don't need too much phases of the tree trunk choose brush splitting settings then set base bleeds to 0 change the second input field of branches to 8 changes first the input field of curve resolution to three [Music] now we get the model of tree trunk and branches from right side layer wheels we can see the strip object is still occur but not mesh we need to click object convert 2 then choose mesh from curve click it now we convert the tree to a mesh we can press middle mouse button to rotate the wheel press shift and middle mouse button to drag the wheel next let's create the leaves press shift a to create a sphere click mesh you will sphere we can tap g to move object tap s to skill it tap r to rotate it if you want to move it in a single direction you can tap g then tap z it will only move in z-axis [Music] tap g then tap x it will only move in x-axis if you want to move it in x y plane you can tap g then tap shift z if you're only moving x y plane same way when you scale it type i then tap z it will only skill along z axis type ice then type shift z it will scale in xy plane now let's put the sphere on the branches we will use it to make leaves press shift d to duplicate it [Music] do [Music] do [Music] okay then we deform these spheres we will use scalp tools in blender switch to scalp mode then to scrap brush we can change the brush size and stress by right clicking the mouse [Music] [Music] do [Music] [Music] [Music] do do [Music] next let's create the leaf press shift a click mesh plane to create a plane change its size to 0.5 meters in the left or down prop list press shift d to duplicate the plane type r then tap x then input 90 to rotate it 90 degrees along x axis press shift d to duplicate again type r and tap z input 90 to rotate it 90 degrees around the z axis then press shift and select the three planes press ctrl j to merge them with one mesh change its name to leaf [Music] next we will attach the leaf on these models we're gonna use particle sightings click first the sphere click his particle properties click plus here to create a new particle settings here we choose hair check advanced here [Music] under emission sets the particle number to 100 set the hair length to 0.9 meters lower down the segments at a runner set render ads from path to object set skill to 1 and object select instance object to the leaf we just created in this way we can see the leaves have already attached it on models then check the rotation here set orientation axis to normal give it a randomness we can change the random seed here to get our desired distribution so we need to copy the particle settings to other models first select the target object then press shift to choose the model which already has particle settings click the particle specials here choose copy active to select hit objects now we can see the particle settings have been copied to the target object but if i change the particle number here we can see both two objects will be changed because there has a link between the two objects particle settings we need to click make a single user copy to break the relation now when i change its particle number another object will not be impacted change the particle number according to the model size and try to modify the random c other models are all the same way copy the particle settings to them then we repeat about actions copy particle settings break the relations change particle number and a seed [Music] so [Music] do [Music] next convert these particles to meshes click the first sphere here click his modifier practice we can see here has a particle settings click convert button now the particles convert to meshes and they are all be selected one thing we need to do here is click object relations make single user object and data if we don't do this when we merge them together it will look like a terrible mess we need to break the link before merge them click object relations make single user object and data simply press ctrl to choose the first particle then press ctrl g they will be merged to the first particles for other spheres we do the same things [Music] do do [Music] we can right click the make single user option choose add to quick favorites so we can tap q to use this option now the leaves normal towards all directions for our stylized tree we want the leaves shadow look smooth we need to copy a sphere's model to current leaves let's create a sphere model first type number one in number board to switch look wheel then press tab go to edit mode switch to rare edges wheel it's convenient for us to select the faces at the back of the sphere we can tap a one time to select all tap a double times to deselect left click then drag to select half side of the sphere tap x then choose phases in the pop-up inspector to delete bottom of the sphere tap s to skill the half sphere tap g and tap z to move it along the z axis make sure it includes all the leaves let's merge the leaves together press shift then choose all the leaves then press ctrl j to merge them all we need to make sure check auto smooth normals and their object data properties otherwise we cannot do normal copy rename the merged leaves to leaves click modifier properties choose data transfer check face corner data here click custom normals choose the half sphere as a source object click apply button rename the sphere to normal sphere rename tree trunk to trunk head normal sphere next we create material for the leaves click material properties then click new to create a new material name it to leave add a material for trunk 2 image to trunk then we select the leaves change its material properties select the shadow editor here inside the shadow editor press shift a click search in the pop-up window input image to create an image texture node connect image nodes alpha to materials alpha press shift a click search input rgb to create a color node connect is output to base color choose a green color switch to material display mode here next we need to create a texture for the leaf notice that the background of the texture need to be transparent because we will use alpha cleave to keep leaf i will show you what i did here just to draw spheres and deform it in photoshop then export the texture as a png file import into blender in the image node choose the texture we can see the leaves have black background in material properties and the settings change blend mode to arpa clip [Music] ok next we will export the model to unity create a new unity project create a new folder name it to models press ctrl d to duplicate it rename it to materials press ctrl d to duplicate again rename it to textures go to materials folder create a new material name it to skybox use ctrl d to duplicate it rename it to ground create a plane as ground set its position in y direction to zero drag the ground material to the plane change its color here change skybox materials shader here change it to skybox procedural change material properties i have do this before i will use my values here [Music] [Music] click window rendering lighting settings change skybox material to the material we just create under environment lighting change source to use gradient to modify the color of sky equator and ground [Music] i will use these values because i have do this before change the ground color again here i have already exported the leaf texture to the textures folder back to the blender x-parts models press ctrl to select leaves and trunk click file export fbx [Music] choose mesh and object types which means we only want to export mesh check selected objects here because we only want to export objects we selected apply skilling choose fbx unit skill check apply transform click export fbx back to unity drag the model we just export to the scene [Music] enlarge the ground tap e to rotate mode when we select a game object go through material folder create two materials leaf and trunk let's prepare the trunk material first drag the trunk material to the tree trunk model then drag the leaf material to the leaves model create a surface shader for the leaf material right click choose create shader standard surface shader rename it to leaf let's do some changes of the shader code first remove these no use properties then change runner type to transparent cut heart close back face calling change standard light model to language we will use lambert light model after change light model to language we need to remove the standard surface rename it to surface output so we need to define edit shadow here [Music] at last we will add clip alpha manners 0.5 which means this card the pixels whose arc is lower than 0.5 only keeps the leaf drag the shader to the leaf material go to leaf material properties by locking the inspector window make sure the content will not change when we select other game objects drag the leaf texture to the material change the leaves color [Music] click window package manager input post in search field by the poster precision click install one more thing is we need to go to edit project settings player change color space from garment to linear select the main camera to add post precising component don't forget to cancel the log here click add component choose post processing layer choose everything and layer for anti-aliasing we choose taa then add post processing volume check is global here click new to create a new profile click add effect to add a bloom effect change its parameters then add color grading choose aces mode for tone mapping change its parameters [Music] [Music] add vineyard effect done let's check the results [Music] do finally we will make arrow d for the street press ctrl select trunk and leave type m to create new collection image to lod0 now the leaves and trunk will be put to the new collection next let's make a ld1 here let the particle number divide two let the hair length multiply 1.5 do the same actions for other models [Music] do [Music] do then we need to use the methods before to convert these particles to meshes and merge them together [Music] [Music] do do [Music] rename leaves to leave ld0 and leave ld1 the trunk also need lod i will not make it here it's really easy you can do it by yourself i will duplicate the trunk in ld0 to lv1 and lod2 [Music] [Music] the ld2 models are made same way particle number divided by hairlines multiply two [Music] [Music] so [Music] do [Music] [Music] do merge all the leaves together put it to ld2 collection copy the trunk here too [Music] don't forget copy normals from the half sphere to the leaves in rd1 and arrow v2 [Music] so do [Music] [Music] [Music] at last export lod models with lod suffix do [Music] [Music] back to unity let's drag models to the scene create a parent game object for them [Music] [Music] do give leaf and trunk their materials do [Music] select the parent game object add lod group component on it drag lod0 models to lod 0 drag lod-1 models to arrow d1 drag lod 2 models to lod 2. let's check the results here i just show my way to do that you can make the rod models carefully to achieve seamless reach between adjacent levels [Music] as the camera far away the tree becomes slow model and finally be caught that's all hope this video could help you thanks for watching
Info
Channel: LoBeyJon Game Dev
Views: 39,609
Rating: undefined out of 5
Keywords: Tree, Stylized, Toon, Cartoon, Animated, Model, Blender, Unity, Game, Dev, Environment, Assets
Id: wPBX9kqcHzE
Channel Id: undefined
Length: 42min 14sec (2534 seconds)
Published: Sat Feb 20 2021
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