SpeedTree - Boxwood Modelling

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[Music] do [Music] [Music] [Music] [Music] [Music] hi everyone welcome back um to another episode here um yeah and um this one will be doing some boxwood pages um this is the final product that you you guys will be creating um it's very optimized um well it's not game ready but it's more aimed for octavers and um ethics kind of stuff so yeah let's jump into speech and see what we can do so this is the model i made a couple of hours ago as you can see the the tries are at a reasonable level it's likely not into the millions so yeah let's create one firstly let's open that new scene right click i normally just use the right click and add geometry tab there and next thing is let's um firstly take the skin down when way much so in the spine take it on to about three yeah let's okay and then the skin let's make it a little bit thinner as well before we go any further we need to add our shape that we'll be using all this um the head shape well you can use any shape you want so in the mesh chat let's add the new mesh here okay within that that's just like the pre-made ones um just give it some time to open here hope everyone is doing good in these cover times so let's quickly take this shape here that i have when importing a shape into um speechy it will not be in the right axis so you just need to flip that to suit so once that is done it's in your file we still need to add it to the trunk so within the viewport just right click go to add forces and locate that mesh we just loaded up so it's within the mesh now but um steady off center forgot to center this pivot of this object so no worries let's just reset the translation there and now all we need to do is just scale this down to the size that we want okay once this is done we can just press v the w on the keyboard and let's just move this in the center and move it a bit up okay once this is done within the trunk modifier let's just go down to the shape and start let's enable porsche meshes okay so now it's now it has this little blue halo around it okay now let's add the big branches okay let's make a couple of them firstly let's check this skin and just enlarge the top of it okay and the big branches let's go into the spine sorry in the gene um let's add extend bearing to any so there's one at the top and let's increase the frequency way way much something like that okay so if you don't want this mesh to bother you while you're making your push or your hitch just right click and toggle visibility okay so now let's just work on the angle of these big branches we want the top ones to point up and the bottom ones to point more towards the ground okay so let's just take the open the parent curve and yeah i'll set it on trunk and let's just take the the low end point way up okay so this is what we're having now okay now the next step is let's just add the second set of branches let's use the big branches again or you can use the little branches let's add the little brushes okay now for to optimize this a bit better so you don't want the the leaves to be in the center of the edge because otherwise your object will be extremely heavy i'm you'll be into the 1.2 million tries or something like that so let's just increase the frequency a bit more on these okay and uh let's give it a bit of this more of a spiral okay as you guys noticed if we add the the the second set of little branches these main branches will shrink in as you can see there okay so the little branches let's just quickly add the the extend parent to any so one on the tips of the main branches and now we all need to do is take the boundaries the first and last let's just increase the the first to about 4.5 we'll tweak this once we have the uh the branches and the rest of the tweaks on okay so now this is done you can always use the position so you squeeze them in all right let's just add the tweaks now there we go so we are starting to get the shape okay so let's just quickly make our materials here in the let's create the leaf material so we can see these are we're using pixels mattresses here for this stream um so bear with me they won't auto load so you have to load them manually each each map so let me quickly go back to the atlases and into my plants quicksill has a boxwood leaves available so we can quickly use those so once we have that we just need our opacity okay look at the opacity and the normals as well and the glossy value as well if you don't have a glossy value just use the roughness and just invert that and that would be your glossy value but we have one here so let's just quickly use that add the subsurface like i said in my previous stream i like to use the albedo and just tweak it here saturation a bit more up maybe down something like that and just quickly add the um but you can use the roughness or the ao depending on what you want so that i'm just going to use the i o for this one and increase the value okay and same for the glossy valley as well all right just don't forget to in the settings tab don't forget to activate the two-sided as well otherwise they won't show up in your viewport so once we're here let's just quickly create the the mesh as well let's just move the points here you can always make your own in your application that you're using whether it's in maya or in 3ds max or houdini whenever you want it's always tedious to create these things optimize this as best we can excuse me move these around something like this there we go yeah and don't forget your angle there we go just quickly add these to all the tabs there okay so now it's set up let's just add the uh batch leaves and in the skin tab let's just make the way smaller something like that and let's add this material okay so now we're getting there slightly let's increase the tweak some more uh frequency let's put this about 40 ish something like that as you can see i'm not letting them all these these third set of branches the little branches not to grow against the main trunk of the system um otherwise we'll get start to get leaves there and yeah it will make your object extremely heavy all right so once we've done this let's focus on a twig to focus on something just select the tweak and press f okay so now we have that going maybe let's select the other two gear maybe this one okay there we go so now um let's increase the inter node length or decrease it that makes it by dense something like that okay and uh remember to turn on extreme parent to any so one at the point there and in the first and last tab let's just decrease that or something like that and once we're here let's go into the orientation and start working with the align and curl and fall values okay um the box would they normally have this little they curl upwards so let's call them up downwards and fold them upwards like this okay so once that's done let's use the align and in the parent curve let's take the lowest point backwards front width i mean something like that and in the skin let's add some randomness to this okay something like that and let's shape this a bit better so the leaves at the at the beginning of the twig a little smaller something like this not too drastic um increase these ones as well okay let's just unfocus this to unfocus ctrl f okay so we're starting to get our edge but we need way more twigs and stuff so let's just quickly hide the batch leaves and go into our tweaks so here we need to angle the twigs um the front twigs to be more pointing outwards and the ones within the bush pointing more outwards so let's just quickly go into these and within spine let's start as you can see if i take this back points more closer to the main branch so we want this for the for the first part of the twigs and then the let's just make this max and these ones we don't want that we want them to spread out a bit more something like this okay let's just unhide the leaves for a moment and increase the glossy valley so we can see them a bit better something like this okay um let's go into the batch leaves and decrease the size of it still watching for the tri count so it's not exceeding our limits there and increase the little branches some more going to gen and increase the frequency there so about 50 or something all right let's just quickly add a architecture to the leaves to the bark let's just double click on that all right so let's add that because your eyes will pick up the the white of the bark now so it's a bit distracting so just give the time to open into my surfaces and let's quickly get a bark all right let's desaturate this one a bit more i'm talking about something like that um let's just quickly add this i'm not going to bother with the normals and stuff because it's being covered by the leaves so if you add the materials to the lowest to the trunk it will extend to the next ones as well all right so we're starting to get a etched upper finger going the polys are still okay so let's go on and tweak the leaf material itself so in the albedo then let's just increase the brightness and the saturation and let's deck out the greenish tint to the texture as well increase the red value there all right so this is kind of looking let's increase the tweaks as well to about uh let's make it 50. still watching our try account there all right so now let's go into the orientation of the batch leaves and start working with the the sky influence and the sensitivity to the parent object okay and now what i also like to do is add a lot of random variants to this so the uh the sky influence let's put that like uh 2.1 something like that and do this to everything there same for this 0.1 and for the curl and stuff like that same venue as well all right for the twist you can do that as well so for this to work to have a to closely match your shape you need to go into the trunk and within the shape modifier all you need to do is this distribution distribution all you need to do is to increase the value as you can see there now it's more closely resembling the shape of the swear i've added so let's decrease this because i want it to look more like someone's been cutting it with their cutters okay so i think we need to increase the the main branches a bit more so we have a bit more of them so let's put this to 35 watch that one account there um increase this a bit more let's put it to 40. something like this so this is the basic setup for creating a hedge and now this setup is easy enough to add your other meshes to this without any problems so let's add the mesh let's go into the mesh and add a previous model i made let's scroll down i like to use the local navigation um don't want something too complex let's just go back and anytime speaker and scroll down here maybe this shape so i open this um is the stream okay guys um is the sound coming through correctly okay once you've added that mesh replace the x existing one this new one let's just toggle the visibility and once you double click on it you can click on it you can move it around advice is to hide these and then move your mesh around it's way faster to do this thing so let's just quickly position this in the right place there something like this once that is done we'll need to increase the length the spine so let's just increase this to about somewhere about there and re unhide these so that is the basics of creating hedges as you can see you can go way more dense on this but remember more dense small tries and stuff like that but i normally like to work in um cards because i'm not that i get it it's more user-friendly for me to work with quads so with the to have them right at the bottom let's just go to the big branches under gen and the first value at boundaries let's just decrease that way much down something let's just put that to 0.1 something like that and the rest of the thing is basically just tweaking it around um getting yours confidence correct your parent amount correct not too much maybe you want the the top ones a bit more apparent to the bottom ones um you can also play with the curve amount here so the bottom ones something like this okay and down in the batch leads you can go in and give it more variance to it so there's more bigger and smaller leaves going on something like this so yeah it's easy to without any problems at your next mesh like let's say three balls on top of each other or a bear or a squirrel or anything you want and it's more or less optimized bigger bridges like this are a bit heavy on the heavy side when it comes to polygons it tries so but you can optimize this a bit more as you can see at the bottom here you can push the twigs outwards a bit more so let's take this to about 30.35 as you can see the value is going lower but just watch out because otherwise you'll start seeing through this edge uh a way to counter that is just to increase your leaf size just a bit more something like that um once you've done this you can go into the trunk under the shape model and decrease this value so it's a bit more choppy or if you want perfect to perfectly shape within your shape so you can do that as well but i like to leave it here at 0.7 somewhere there so it's a bit more natural looking um and that's about it guys um nothing special here uh really easy setup to do um as you can see there's only about four system with these that's five um yeah and just remember to take down the the a bit more just remember to make sure the welding is all on all these sets because the leaves will be covering them so it's no need to have perfect welds there so once we did that we have a way lower count there as well uh for the leaves but once we undid the the welds new branches appeared so let's just um go into the well you you guys can choose which ones you would like to thin out a bit more um what i like to do is in the tree uh the batch leaves in the gen like to go down to the knockout amount a value of something like 0.3 or something like that and that drastically takes down the polycount so yeah and let's just quickly open 3s max and this is the kind of product that you will be getting once you do these steps it's very nice great details for these high um proper gardens so i don't know what's going on here there we go as you can see that is a new nice two-sided video going on the backside of the v's are a bit faded that's normally our leaves look let's just open that quickly here the leaf setup here and three is max um this setup i think can be the same in v-ray in houdini i haven't tested it that there i will do it soon um there uh and another reason why i don't use the materials in the leaf material itself the variants because i normally add that in the shader itself within v-ray or any other program that you're using like vera has this v-ray multi-subtech so i normally put that to random by element and let's say three elements and then after that i'll just create three color correction notes and work with the u value there and that's about it and that would give me the randomness randomness to the leaves um you can go further with a vertex paint and paint excuse me the colors where you want more dailies or stuff like that you can do a seasons in speech itself to work with your seasons so it randomly adds um autumn leaves and summer leaves to locations uh you can't set up it that way if you have an animation or something like that going on to i'll quickly put in the animation set up here um it's really easy just note that batch leaves they don't work that well with growth animation so all you need to do is just activate your timeline in your window timeline and at the bottom here you have growth once you've enabled that your trunk system will disappear but your leaves will be there but once you play it you will have your growth animation coming well this growth animation doesn't look that great but it's a same setup for a tree as well um yeah i've had i have a big piece here so i can do a lot of complex things here but you can one can further optimize this this edge a lot more like you can go in and knock out the the tweaks as well with a 0.2 value and the branches is that as well and you can go into your branches and within segments you can optimize it a bit more so there's only um it keeps the um it keeps the let's say the curve of the branches it keeps the polygons there so if you set a value of 0.2 you can see it goes down a bit but that helps a lot with this kind of thing so let's just take it down everywhere because we when it comes to a hedge it's not necessary to have these polygons underneath the um underneath the leaves because you won't see them so you can always just completely don't export them when you're exporting this out so if you hide these you can only export this so it's only those tries so but for the sake i always export out my trunks something like this if you set this if you want to set something to quartz it's really easy just go into tree under the tree tab you'll see this geometry tab you can enable quads for the branches and as well for the leaves as you can see it's way lower now when it's in quads but that's about it guys um and girls nothing much nothing special set up here um this is not a shader workflow streams just mostly showing you guys how to optimize this workflow and creating hedges with any shape so i hope you guys find this useful and see you in the next stream you
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Channel: Mot Studio
Views: 5,894
Rating: 4.9796953 out of 5
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Id: GEJVWRV2MSQ
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Length: 32min 6sec (1926 seconds)
Published: Sun Nov 22 2020
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