Speedtree Demo Part 1 - How to make a fox glove plant

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ok everyone welcome to another demo this one is gonna be speedy we are also gonna go over some you've ease in Maya as well so let's get started so first things first when you're doing speed tree or any model for that matter you want to make sure you analyze your reference and break things down so what I've done here with my model is don't look at elements of this of this plant and then break it down into a model kind of a blueprint so for the foxglove which is the name of this plant digitalis something you have some major areas that that need to be covered so you have the main flower petal which is this which you see repeated over and over again so it'll be one piece of our model and then then we have as you can see as the petals for well in Reverse so the petal started these buds and then they unfold into the larger flower so we have an intermediate bud as well which would be this guy and then that one can be scaled down to get these if we were gonna do a real up-close model I'm we're gonna approach this as a game model that if you were gonna go even higher res you might want to make another one of these buds and a typical work flow that wasn't for games that would be for maybe for feature film quality you'll probably do a blend shape with all of these so you'd start with maybe you probably modeled an open flower and then one more like this and then you would start blending it and do a blend shape you'd maybe do five or six different models for that for that kind of approach for a feature film approach but this will be a little bit more simplified since it's this is going to be for games and we also have a at the base of this flower pitcher doesn't show it we'll see if we can there is a large leaf structure you can see it here I'm a solar will make it just a generically for that leaf here so I've made a generically for that so you look at our model this is the model that I've done so we've got major flower here with its base I have that intermediate bud that I was talking about and we have our generic leaf and when we export these we want them all to be at zero facing up in Y you can see with the note on here how they're paced and our x axis is pointing this way so actually we want to rotate these ed boys I want them facing down on positive z-axis this way and that'll become more apparent as to why I'm doing that but the big thing is you want to make sure they're at zero in origin because these pivot points will be really important SpeedTree or alignment there so there we go there's our three models so I'm going to rename this to generic 'if this one's already named I will name this small flower let's grab all the Triana freeze transforms so now a better model so for this I haven't done you v's yet I just wanted to see a demonstration of that so we'll go ahead and do that now so this petal is broken up into two different complete surfaces you've got the leaves down here and then the main flower so we do this main flower first for this it's kind of a cylindrical object so we'll do a cylindrical UV let's bring up our UV editor this is gonna get a little dodgy because usually I do this on two different screens but see what we can do here so you can see right out right out of the bat and Maya do you four through four cylinder go map and you get something like this so the next step would be to click on you V's grab our UV as well got some faces here that find these that's the bass pedal here so I'm gonna grab this shell and just move it out of the way here so you can work on it and these are the TVs that we haven't laid out yet so this is the u-visa my gave us I can tell just by looking at how these are laid out that's we have a seem 1 hour seemed to kind of run up the back you can see it like how this flower is gonna be it's gonna gonna open up and turn that way so we're gonna stick our swell maybe we should put it underneath let's just try that today this edge here say we want our seam to run down this edge so what we need to do is get these connected back up so I'm gonna grab this edge here and you have to be right here this is a separate UVs along this edge so we're gonna separate them off and now we have two different shelves here and then I'm gonna sew these edges back together so this basically I mean I'm not gonna go through the basics of UVs but this is how I would do UV so I'm gonna get these bad boys sewn back together so to sew them back together you have this command up here this button moving so so there we go so now we should have seen honey there you go that's running up the center around the edge so I want to cut it down here there's no right I want this seem to be at the back of the flower so I'm just gonna cut at the show have these edges and so I'm back together again so that's how we want them they're still kind of funky looking so what we're gonna do is go to polygons unfold and that's gonna unfold into a nice pretty show so just down here so there is our it's our main flower you v's trick looks really nice typically in my doing like a cylindrical or spherical UV mapping under here he's all work really well and then you have automatic as well wish for these guys let's just show you what automatic does these which you can see these are all the you v's these haven't been assigned yet so I'm gonna go automatic you're gonna get this so not the most beautiful thing in the world and you can see how some of these leaves have been spread apart and the stalks in different areas so to show these things back together it's really pretty simple you're just gonna go through and find edges so now we can see the these edges match through these edges we're gonna move and so these I'll move them off as I complete them it looks like there's some edges down here well this is all one piece if you look at the model this is you can see how I've modeled this all one because this is how it actually looks in nature I'm the leaves sprout out of this base and then go into the stem here so I want the base piece here I want that to be a whole UV show and then I want each one of these seems to be a TV show as well so when you click on an edge and the model you can see it's it's clicking on the corresponding edge over here you can see this is edge and this edge already together so Edge's it's like this these two faces belong to this leaf so I'm just gonna cut them off she'll bring it out I want to find out where the these two guys have gone you can see does a face-to-face is here and looks like it's separated them here to run I cut those off take the show and it this is literally just like putting a puzzle together Dewey's is here here so I'm in have these guys then nowadays this is the base are see it's this so when I grab these faces see so I probably want separate this face off this face off and then these two faces off today I can attach to their leaves so I'm just gonna grab these edges here cut cut those off so now I've got these shells so we'll get these back into their leaves now we've got that base so once something's done to have an area it's finished we'll just move it over here with the completed shells I'm just gonna jump around here and grab some of these so I'm back so it's like this edge should probably cut some of this stuff is just on your model so so guys together I can see this guy needs to be separated here a bit see these edges can so back in it's a porter edge now we've got these guys that we can sew back in so there is that's a completely so I'll move that over there deal with this guy next gadget so I can see that these I just here this isn't this face is gonna need to be separated off so cut back here have these so so there's another leaf another way you could have done this is just do one leaf and you've eat it and then when you multiplied it around it would have stuck together I just didn't think about it when I was doing it um I wanted to show you guys how to do UV so what we're doing so let's grab these guys fine they didn't grab ease so those back together guy's edges go over on that leaf so these together so now we've got our four leaves the base and this is the stem um you can see as we roll over it grabs to these areas so that's enough as far as French shells so now a pretty important thing here that you want to think of as far as you visas how you use your space and we're not using like multi tiles or anything like that so everything is going to be in this one Mac so we have to think about how we're but we want the majority of this space to be um and it's the main pedal because it's if you look at the model it's the biggest area so it needs in the most area and our UV map and this is your o2 one space um and these guys will need less area and then this stem even less so to do that to go through and create our area these guys should all be oh it's heavily the same size you can also go to op their layout and then it'll have a show selected layout I will do it for you but see this is the part this is a problem so I took this leaf and made it really big which isn't using our space how is it should so these guys all down here figure out how I can scale this up this is again it's like a puzzle analogy is and you can spend a lot of time doing this but I'm not going to right now because the demo going but these movies are good works so that's our one model save this I have two other models so here's bud and I'm just gonna do an automatic UV on these just for for times sake it's really pretty much the basics of you v's utilizing your space correctly and just mapping I can go over this in more detail if it's not explained but I didn't explain it well enough so every object put its own pile so you can see we've got this guy here I have Oliver UVs so these guys are all ready to go so let's port these all right so there's our UVs got our BJ's now let's crank up a tree so here we are in speed tree this is 707 but version 7 or version 6 is just fine we're going to start off by just making the tree so I can't go over every single aspect of speech rate because it is weight in depth I'm gonna show you how to make this foxglove which lets get a reference up I'm gonna show you how to make this Fox Club and then just a basic tree which typically you're not gonna really need to make a basic tree because a speaker comes with a lot of basic trees I will show you the process of how to make one tier alright so going back to our reference we have a main stem from that stem we have our but our main flowers our buds and our leaves down here so we want to look at the structure of this so we see that have some smaller leaves down here which will use our generic leaf and then we have these buds which are about full size but you see they start getting a bit smaller as they go up towards the top and they kind of translate into the small buds and then go all the way up so we need to think about this in terms of curves so as far as size and placement everything in SpeedTree is controlled through curves through like profile curves scaling curves so the best way for me to do that is to show you so what's right click our tree root node we're gonna go to trunks and make a stalk so here is a basic stalk bee tree so you see this is our guy our reference guy so this thing's obviously way too big so on here you have your note generator which you have your tree and your branching nodes for off the main tree this is like your global node control is the entire plant or tree I'm you have mesh forces and forces which will get into forces later we deal with mesh forces but when you click on your node you get all your options over here so all of these dropdowns contain all the parameters in our tree the generation is the first one that you normally deal with if you're gonna deal with flowers so bonus talk we don't have to deal with that you know forces which is gravity things like that geometry tribes don't have to worry about they're these random seeds which randomize different things and speed tree segments this deals with higher frame here higher frame see our segments so I'm gonna want this tree to be quads so I'm gonna go back to the root node and under geometry I want to switch these all squads just because I want to make it be quadric triangles it's up to you bounder segments this controls our resolution you can see as I pull this multiplier up and down changes the resolution and you can see in the heads-up display how many how your totals are so we want to pull this pretty far down since this is going to be very small back to realistic here so we'll deal with the site we'll come back to the segments but first we're going to go up to a generation in this under here you've got a bunch of different attributes that control frequency is how many of an object you have at this node orientation steps cover these when we get to the flower but the one we had to deal with the most right now is this size scalar so we got to get this guy smaller at size and another thing I always do in dealing with this is I go to displacement and just turn displacement off down to zero you can see those little ribs went away and then under spine which the spine is like the backbone this object I'm so control you can control a length start angle and a lot of this stuff you just just surround with it you'll see what it actually does starting with zero perturbance this is what's giving it that shape sometimes it's cool but for ours we don't really want it right now or maybe we want it for just very low setting if points to zero one to give it a little bit of shape I mean if you hit a normally if you hit a yeah there we go it frames up your object this is this is good so this is just our base this is 1.78 maybe I remember this is Center me is your feet but the great thing about this is you can always change this stuff at any time all procedural so let's just crank this up there and if we look at our reference you can see the base of the spine is obviously wider than the tip so we're going to want to change that which is under our branch which branch controls how like I always think of it as just the radius so it's the thickness you're dealing with the thickness of the of the object it's the branch the spine control is the length usually in the direction of the length so under our branch we have a radius see yeah this is going to change the radius so we'll just put up at the bottom to where we think it should be and then get into our profile curves so these profile curves this one control is parenting curves which is like an incoming connection as stock we don't really have that and this one is going to control the radio pro the radius profile you can see it kind of has a taper right now as we changed this see how it's tapering a lot I think that's probably pretty good and we're gonna bring the base radius down so that's a good start so what to do next so typically what I like to do with flowers is try to get shaping on first and then bring in our model so bringing our models with the mesh fronds so under fronds and mesh but what this will do and you don't have a mesh loaded this will just bring in a proxy plane as you can see here so this this represents one piece of mesh whatever mesh it would be okey so this represents our flower so I want to try to get this thing doing this type of shape get this card so that's where generation comes into play here so frequency obviously we have one card so now we have 2 3 4 5 6 7 8 got a bunch so at this level think of this as a stack so a frequency will stack on top of steps which then shared will deal with how the stepping applies to the spine itself again you're gonna have to just you have to play around with some of this stuff so I'm gonna look at our plant and it looks like we have found a radius maybe 8 so we'll just go with 10 this is gonna be how many how many of these buds go around spine itself so right now we're all kind of facing an upward angle so let's change that piece down to kind of represent ours that we've got so under generation we're gonna want stepped and a per step frequency so now when we click that you can see now we've got 8 petals all going around the spine pretty cool and they're all kind of facing in the right direction and those lit actually look pretty good the size is pretty messed up so it's like the spine easy to come down say about there and we're looking at our flower say 1 2 3 4 5 you say 6 different steps level steps I have 6 I can also see we have rolling and spread spreads gives a little spread to each I will wish there is some spread in this flower so we'll just go ahead and add some spread in there there we put roll20 at these these are kind of all going around how they should already so we'll just keep rolling zero maybe change that later so our size scale come back to our reference we want these guys to stop spawning around here and we're gonna switch over to our other buds and they wanted to start here and stop here so that's what this first and last will do so zero is autumn past is the top so bring this down up there this one up here so now we know our petals are gonna spawn in this area I think this bill kind of fine pretty good I will have to tweak this once we get our mesh in there so there's our buds so let's go ahead and get them in so let's do that we've hit this plus under meshes so just in case these tabs switch up between these sections so click meshes the plus however a flower import it it's gonna ask you you want to make it a leaf or a fron which we do in this case you can also make it a branch a surface or of a model part for now if is what we want so now we can see it's our leaf it's pointed green is y so it's pointed in the right direction you can see how our orientation is really important so this is how I positioned it in Maya so to get these guys tied to our model click this little hand and drag it on to the fronds now we get these a la pretty R and cool our lighting seems to be a little funky we mess with lights to see if I can works good enough so you can see really fast nice result this looks really close to it's very very close it's like our Lee our petals are probably a bit too big which we can change this offset in our size scaler so we'll just just very good so we are halfway there and in business so next thing I want to do is add our buds since we have our stepping and stuff all pretty much set out with this guy I'm just gonna copy paste run another fron in here I'm gonna grab these the ones that we made before gonna hide them so now we've got these fronds so now I'm gonna go in here have our buds same process click drag we have our buds so like just like before our first and last we want the first step of these to go play up here our last to be at the very tippy top bring our other flowers in so we can get the blend right obviously these are way too big the ticker size scalar and and then this size scalar we're gonna want to put a ramp on this so grab these guys I forget so we have the size scalar here so we wanted to make them large at the bottom and a little bit smaller at the top so shrink this in a bit ax grab these guys want to do the same thing in the reverse so they want them to get small at the top I'm bigger at the bottom it's like we need to push those up a little bit so I'm first up here change these guys again just touch folks we are almost there and a really small amount of time so if you look almost dead on we've got a little bit of an angle rotation going on in these which will add in here so let's do that so under our spine have a start angle it's this kind of thing so they would they start here but then the angle goes up gradually to like this so to do that really simple start angle set throw our little ramp here and I change the ramp so those guys point up as they get to the top I may need a few less of these it seems like if reference he's kind of at too many of them so I some procedural easy to fix just got a frequency down frequency down and then now these can you scale it up a little bit ask to the top up here just start fine tuning things here yeah that works maybe the start angle it's not because it's not a direct fall-off so we'll just double click I start to shake I think we went down a little bit too much was out a few back in here and go looking good so we were almost done I'm gonna save this it's just in case just call this a one foxglove now let's get our or generic Leafs in so for this one I'm gonna just make a new frond because we don't want to use the other settings or generic thing so let's grab that and I'm just gonna bring the leaf in right away which you can do that with the other flowers I just I find it easier and way more simple to deal with and your flowers come in after you've got your placement um what I'm looking it's um start angle of its kind of start to pull up scale needs it it's at these are going to need some forces as well and we'll add that in next after we finish our leaf here so here's our leaf scale down we're all kind of at the base way small and that's our start angle we'll just kind of bend it down here so you can see we'll just we're just our angle pretty high cuz we're gonna Bend these with forces as well works works for me though forces forces are things like gravity and curl I had a lot of life to your tree so the first thing we're gonna add a force to is these guys so you select the node do you want to add a force to right click on forces down here add we're gonna add a direction so this is our little Direction icon which is incredibly annoying I don't know why they come in so big we can scale this or just moved I still don't understand why these are they bring these in so big well dirrection we can just kind of move it off I happen to look at it so you can see the difference between this and without a force so you have control over these under your forces AB so now I bring the force down you can see how I get this this shape because these guys kind of curl up like this and then we're gonna take the start angle and pull it back down get our shape there we go and see like the reference see how these they kind of go like this Punk so you can see our start angle is going in this direction then a forces pointing this down see it here very cool very effective very quick and this can be the I'll show you that in a little bit but this can be edited and rearranged you can get multiple multiple flowers out of this it's it's pretty incredible so that lets add some direction to these guys and this force can be used on multiple nodes you just click the node go under forces you can see the direction is already here I have the same force applied or leaves pretty cool I might even add curl to those eaves that much curl just kind of a little bit to give them a little bit more shape in icon so there we go folks there is a foxglove plant very fast very quick a lot of the power is in modeling your own custom petals I went to a might want to add a little bit of directional force Earl to this to give it some more expressiveness Herman there we go um lighting is still pretty here we go so then next all you would have to do pretty nice so next thing you would do I'm an obviously color and texture play a huge part and these plants and we just don't have time to get into that right now because that's for another class but this satisfies what you're doing in the modeling class so to get this out you just hit click on your main tree node file export mesh it's going to export as an FBX we'll just stick this a class file X and then you're gonna get the IFV X exporter dialog this is where you can select like a ayah or v-ray or anything like that right now you can just click a just a base Maya you want to pick y up right-handed because that's how our axis is oriented for our I should say so maybe it's the up you can always change that textures you can copy and do separate alphas and weird outfit stuff like that if you had textures detailed branching and blah blah blah it's all just text your stuff and we'll hit OK and that's it and we'll go back to Maya for some reason Maya has created a bullet self I don't know why hide all these guys imports FBX your FBX file that's gonna come in pretty big so switch this do satellite in and there you go now these are black in here because it's a single sided geo this is the backside upper geometry so you can always just on two-sided lighting to get this kind of stuff but it's just the normals there we go there's our foxglove plant pretty darn cool umm this can be rendered and whatever you want and added to your scenes so that is the end of this tutorial please post any questions comments issues etc and there we go you guys later thanks
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Channel: Model What You See
Views: 30,601
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Length: 49min 27sec (2967 seconds)
Published: Mon Nov 21 2016
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