SpeedTree To Maya : The Easiest Workflow Ever!!

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[Music] welcome guys is the foundations here and today we'll be discussing about it won't blow that I found out so that you all guys use that as you walked from speed three Tamiya so much appalled let's jump right into it I'll be using speed 3 modulo to create a tree and then export everything in Tamiya and then we'd help Ferno recreate what we are able to achieve in speed 3 so let's start creating the tree so I'm here I'm gonna right-click on the trunk on 3 so I'm gonna right click here and create a trunk okay here's the one click on spine and in here I want to change its value so I could get a little bit higher thing so it's a choice actually and I'm gonna right click on trunk and I'm going to cream big branches and there's value so again smaller branches again now I'm gonna right click big brand designing and I'm gonna add pipe rotating branches and here to adjust values and gain on bifurcation variances I'm gonna right click and select twigs and even you may find it as messy but the thing is I don't want to do more on this cause it's just for the sake of the city tutorial so after that when right click create badly so in this tutorial I'll be using backlinks because it's much easier found it as much in since we need to creating realistic belief but it's in charge actually so in here I'm not going to do anything after then I'll be creating the material so first of all let's create the bunk material so I'm gonna click on add new and I'm click here to name the material I'm gonna name it as bark and then selecting bark from here I will be adding the textures in here key I heard the color texture it's a normal map here is a specular map and that's it and you guys see I'm not doing much zip much to this it's because just for making tutorials more okay and I'm gonna add a new material and this time I'm gonna name it as leave okay then gonna select leave and I will be adding the textures so I found the textures but and then and those so here it does for this prompt yes it has created the dykes chosen tip the current texture to the correct place softer that then click on mm because the leaf is two-sided and one thing you should know is that here I'm just using one bad leaves see I'm just using one the best leaves but if you want could right click duplicate and just have it do to exact a so now you have more leaves around here you can go ahead and add in like this but for the sake of this tutorial I'm not going to do that so after that let's diamond texture so first of all I'm gonna click on trunk materials change the materials from inherited to bark so I get this this Bach material and after that I'm gonna click on back leaves and click on leaves materials change that from known to leave so I get a tree even though it looks don't don't realize think and just because the reason I'm making this a little bit faster and you can see that there are vacations wrong in here I should have increase its burn but I haven't so for the sake of the story on making it small okay so after we have done that now it's the part then you have to take care you have to contract then you have to shoot blink on tweet a second okay you have to shift click on all of this trunk big branches bifurcating branches twigs or it may be hard for you but just keep in mind not to spoil the best leaves and within this trunk and the big branches and all those things cost to be two different measures actually soft in that go to file export select them selected as mesh and I wanna see if that by default it will be FBX I conceived it as an obj file here I'm gonna create a new folder actually I'll be naming it as tree that's one and mooing as dark so just click OK so that it export and after the exporter dad I went click on bath leaves and click on xsplit lecturers mesh and in here come on name it as leave click aki to let it explode okay there's exported add some of that let's jump tomorrow so in maya make your Timbo two things care so let me find my tree I'm in the back and leave so bark PC file so wait for it to open so get this you get the tree problem with the scale and everything looks fine and okay then you may have the old end the top of the three is not filled sex me no pony right so this is something that everyone does don't worry so I'm thinking I'm going to explore this mesh so for that shift clicking on this file export libraries mesh just a second I think I didn't take the values right so in here if you go find that yes it's open from here so you have to click on trunk it's easy to solve just go in here and we'll click find its appearance of a generation change the exome pattern from none from north from the trunk from big branches from extreme parents known to any so now you don't get a cut out from there it's no no you have Bryant is going from there that's good so that's the key let's again export the mesh the same thing here I will be replacing this thing say play using this so I've done that telling Tamiya exporting this file again I mean but in this file again okay then so now you can see that it's all so first of all so to put that let's before I will be signing in any standard surface material for this cause I'll be rendering out this the whole thing in Oh No so there are other tutorials around here they like to show that a complex way of doing this but oughta make it is so that's reasonable opposite of this video actually so that's reason why I made this video so after designing that let's jump back and in both leave obj file keeps here and the thing to note is that if you go to the UV editor good sign that this is one shell don't worry that's all this in this plane that the warden do and each of this plane I mean this rectangle has you ease and there will be around 200 to 300 of these rectangles and each of the series that are overlapped on each other so if you are trying to apply material to this see that it's all lapping on it so that's the thing I was talking about and the keys when you were trying to import something like two or three branches and of three two or three leaves from speed ring as I've talked about this you could duplicate this so if you create varieties of beliefs within a single tree the trees has variation so that's what's an in-service Lois so after done that I'm like why material for this gained an enchanted compass softer than that I'm gonna click on here on the tree go to a iscandar click on color file I'm gonna find my textures and after that I'm gonna add the reference map no I'm gonna control them with my own so X in the trees I'm mostly graph so more valleys for that and after that I'm gonna apply the displacement here you continue skill 2.0 try in here I will find my displacement map okay that's the displacement map okay then now and after that in the head let me do a quick render so I could talk about one more thing created so I figured that Oh No Rhonda we take some time to AMA wait for that to happen and even the tree has so happy nearest don't worry about that but you could see that there's something good you're getting something part still you want to smooth the thing cost you can see here these are pointed edges so you want the displacement map to override those but there is one big drawback for that so that button so that will be the thing I will be talking about here so first like this click on smooth slide it isn't so it has to thread so when you increase the division you get more of the displacement map so let's again do a render now you could find that the displacement map is working but so there is one big problem in some cases you may find that the tree is starting to get weird so if you want more of the displacement map even trying to increase the spending levels but the thing is that never works out cause for instance if he pried smooth the South King you would get in around here actually both those measures would separate but because here they are triggered trunk is one mesh big branches and underbrush bifurcating brandon's another at all so you have to keep that in mind even though smoothing level of one subdivision did work here I mean it smoothing level one did walk here now in the case of it minimal so it's better don't do that so what I'm gonna do is that the second so I have undone the process zone smoothing the mesh sorry for that we can do it again so I'm still back onto my mesh that I have imported straight from SpeedTree so so now is the way to solve your issue so there is one big when you could do that go to your own little tap to the mess and in here you could find subdivisions and scenes from known to cat o'clock just leave it at one cuz that's great if you want more you can but thing is cause a lot of them enough time you render times increase with the number of subdivisions that you give for it so now let's do it again let's render it again so now do it you get the same level can see that like a we toolbar icons debug cheering you go to wireframe it's up divider look at here the seconds of / the render so no pause in you reborn but there are some things you have to sacrifice in the case increase render time so don't worry about that so after that let's create the leaves so that's a big part cuz like subserve doesn't know lot of things comes into play and it's better to create by steps so first of all let's create the base material so I'll be important to follow texture so here this is the texturizer that I will be using after that the specular map in there is a specular map for this there is no specular map for this go back to cane and I'm gonna break the connection some of the roughness map having the glows map okay I've got the glows map and now so you have to create some weight for this thing point something will do even though I'm gonna stick with 0.7 something surface subsurface below you have to choose from you can have some surface this also in here this is my cell surface color and this is my subsurface colossal the variously I'm leaning that part we had to change that because this line is the slider is sensitive now we haven't applied the displacement map select me apply the displacement map change that point zero eight something I think that works well or anything change the values the height map for this so click on text should view you get leaves and we forgot to the best for fit cutting out your leaf right so go on a geometry tab click opacity file until the file your repetitive mask I mean this my mouse so I have done that so now that I'm sure that you are rendering time will increase because it has a lot of things differently it's slanted got plates and here is the result but we have everything a dirt and imagine involved for this right but never shoulda why is it just because the reason you have to go into your are no tab and disable Oh pink so now to Bethany Mouse walks well right Salon Vendome okay then I think this was a free tutorial for you our guys up there so current revision find that it's actually cool thing so for the lighting I'm gonna teams of things so but it change the svr a so now you can get a more good result from this also again rendering it so the best part of test is waiting for your render render I mean the Arnold to warm up like compiling all the textures everything slowly do it work so now you have a good lighting start till you have the way a tree should look you have all the looks and you have the displacement map and everything working for you that's great and the top surface you may want to change the range you still that's thing I was talking about you had to go and get a I'm standard only the shaded area help fly and the subsurface change that to some other grains value 15 so you can see the values changes and if you see the result screen so let me turn see okay guys I'll run around the means and show you and show that to you so I think guys this is the end of today's tutorial and I feel you all like the story oh and it's a good workflow that you could use so if you have any comments or anything just post it on my Facebook page and see you guys next tutorial don't forget to subscribe and leave a comment and thanks for watching goodbye
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Channel: F Animations
Views: 30,593
Rating: undefined out of 5
Keywords: Maya, SpeedTree, Tutorial, #FUN, #EASY, Really a good workflow, Anyone could do it, The easiest of all, Solved ISSUES
Id: lPLkS7k23lk
Channel Id: undefined
Length: 27min 14sec (1634 seconds)
Published: Tue Feb 13 2018
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