SpeedTree Tutorial - Stylized Tree Modeling

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hey guys what's up today we're gonna have a look at speed tree I feel like as an environment generalist it's always a great software to have in your arsenal because you can generate so many cool-looking trees and vegetation detail very quickly so I'm going to show you the process how I met my tree for this illustration I called thrive in silent we should pretty much cover all the main aspect of tree creation so let's dive in okay so the first thing we need to do is to add a trunk to aw tree right-click on the trunk and we can hand roll convert to hand-drawn this way as soon as we click on the trunk and press W on the keyboard we've got now the ability to tweak the shape of a trunk with those handles so we can just move this around to the final shapes that's a very handy way to add direct things and get something very precise I like to spend a bit of time to really find a cool shape in that case I'm kind of going for a spiral kind of tree like something that looks like a fantasy tree I'm kinda happy with this kind of spiral going on because the next step is going to add the big branches so it's looking a bit funky right now we could use some adjustment so let's go in Jen and start tweaking the position yeah so we can really control the position of the branch along the curve we could also use first and last to trim which section of the curve to use I like to change the radius and be able to control the radius along the curve so that's a really great tool to have and we could also like insert point if we one let's say the radius to get thinner in the middle this kind of stuff so back in the Jen top doing some change size scalar is always pretty useful to cut the global scale going down or up and I like to use some force like a direction to give the branches some more like directions so what's great is left we can always come back to our trunk shape and adjust the curve if we want and it's great to see that the branches are still following and everything okay so in spine we can actually change the length of those branches I'm kind of down for something smaller like that something shorter okay then we can add some little branches so this node basically going to add little branches is wouldn't have guessed so yeah starting goal is always a great feature to determine the phase angle of this branch and then always like trick the same thing first last boundaries and the frequency of course we can always increase the the amount of of little branches with that and of course reapply some more forces if we want like the direction you can put that going up or down let's try something like that for now and add some more little branches along the little branches so it gives another layer of ramification we can increase the frequency there's also like the break chance that I like to increase sometimes can give some interesting result in that case I'm not sure I'm gonna keep it that might be a little too short really so I'm gonna bring this down again tweaked a bit the position again interesting we could also increase the spread so that we got a less uniform distribution yes add some nice breakup so basically going back and forth between the different settings we throw the direction radius start angle always the same things and try to adjust the blocking of this tree as I go we could have some tweaks after the little branches so those things are the ones that gonna support the the leaf so we might need quite a few of them I kinda like trying different curves for the late amount sometimes it gives some interesting result but in this case not ready so let's keep going and add the leaves so can reduce the size I feel that it might be too big okay let's add some more so engenders increasing number and now we can start adding a material we're gonna call leaves so we just click on one of these and start importing a diffuse for the leaves let's click OK and what's great is like detecting all the other maps and loading that everything into the proper slot so that's wonderful we just need to apply the material into the proper node and adjust the scale and could give some variation so this red number actually like allow you to add some more randomness into the parameter you tweaking it's me Chris a bit more maybe less okay let's try adjusting the direction maybe and tweak the frequency oh wow that's going down well that's not so great I guess let's increase the direction again and tweak the angles maybe so I'm not super happy with the result so when I'm kind of stuck I like to unplug things and go back a little and see what is causing the weird shapes basically okay so I figure I should go for something shorter and maybe play with the later moon curve to try to break up the branch so that it looks more organic or something I don't know so I'm going to add the secondary level of little branch again so this one that's where it might be causing the issue to is gonna try to get something more like like a bowl of spike or something like that so increase the frequency maybe add some more oh well that's interesting that actually could help we see that the the shaping of the the Leafs and the global shape it looks more like a bush kind of stuff so that's pretty cool I like that better okay so I'm creating another direction to have a different control just for the little branch and the big branches so we can always try to find different curve along the the force I like to play and see quickly what could be nice so in that case I'm leaving it to linear ER and maybe play with the curl force actually that could help bringing some interesting noise so it could be the amount values then increase the turbulence maybe okay I figure maybe the shape of the trunk isn't so good so let's recap it an add a cap to that could help having something else an open cylinder and in the skin I'm gonna do some registries maybe get a thinner get it cleaner at the end right that looks cool looks cool let's plug this branch again can I look like 10 drill so yeah I definitely want to focus them more at the top maybe add some more maybe spread them a little more and scale them up so using the late curve amount yeah can looks a bit less than 10 drills and more like proper branches now I think so as soon as we add the leaves and everything it's looking pretty cool actually now we could play with the displacement of the trunk so I'm removing everything just so it's faster to iterate can always increase the number of segments well we could also show the wireframe once it's selected so we see what we are tweeting so radial segments and length segments you would need to crank that up if you want more detail in your displacement you can always adjust the shape of the displacement maybe play with the twist and amount quite a bit so right now it's like a little too much I have to find some good values so we could always add decoration and stuff I'm just gonna add some roots just for fun you can inflate the shape a little and probably add some more so that's funny but as soon as you add roots you can make everything more interesting could play with the gravity to have the roots going downward okay let's say the material for the trunk so I'm creating a new material and let's go into the trunk material to edit the maps so I'm gonna try that one and let's go to the trunk node and material tab where we're gonna use the trunk material we just created and you can see that all the sub sub nodes basically inherited from the same material you can always change and try another one so that's interesting let's play with Ubese values to change a bit the timing of the map can always reduce the saturation and brightness everything that's it's pretty cool and see the changes in real time so that's great can happy with that so far that we can beat the Leafs the color of the Leafs so that would be the final tree pretty much it for today guys hope it was useful even though it was an in-depth tutorial and more like an overview of the process I'll make some more specific ones very soon I promise so don't forget to Like and subscribe so you won't miss them see you guys very soon [Music]
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Channel: Adrien Lambert
Views: 68,089
Rating: 4.9700856 out of 5
Keywords: speedtree, tutorial, intro speedtree, learning, procedural, tutorial speedtree, tutorial tree, tutorial tree modeling, tutorial tree texturing, tree texturing, tree modeling, tree design, tree generation, procedural tree, adrien lambert tutorial, stylized tree, stylized tree modeling, stylized tutorial, 3d tutorial, speedtree workflow, cg workflow
Id: L910rESD79M
Channel Id: undefined
Length: 13min 11sec (791 seconds)
Published: Tue Dec 17 2019
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