Spooky Edition: Modeling a Hillside Rowan

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[Music] [Music] [Music] so [Music] [Applause] wow [Music] [Music] [Music] uh [Music] [Music] [Music] [Music] [Applause] wow yeah [Music] [Music] uh [Music] [Music] so [Music] [Music] [Music] [Applause] [Music] wow [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Applause] wow [Music] [Music] so [Music] um [Music] [Music] so [Music] [Music] [Music] [Applause] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] so [Music] [Applause] yes [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Applause] wow yeah [Music] [Music] [Music] uh [Music] [Music] [Music] [Music] [Music] [Applause] wow [Music] [Music] [Music] you hello everybody um we are here and uh this is our special halloween edition of a modeler and i'm dressed like a goober um i have this whole little uh goblin uh elf thing going on just for fun and uh the really great part about my day is i gotta answer the door for the fedex guy a little while ago so we are going to get started and um today we are just doing a really nice vfx build uh focusing on art and some of our new freehand tools available in v9 which is not out yet um it's coming very soon and so i'm in the veda version i have been for the past couple of weeks if you're just now tuning in um we you know i started this tree with not a whole lot in mind i just kind of wanted to go for it and do something arty and fun for halloween and so um here's where we arrived and i put a lot of props in here uh i got some quixil bones hanging from the tree and i put a bloody handprint on there and i don't know what the story is i feel like this tree should probably have a backstory or something but um i don't know all i knew is i had in mind that i wanted to grow something off the side of an object and that's where we're at so we're gonna start from scratch here i've got another file i'm going to open up i'm going to go ahead and close this one down but we might want to reference it later so hello everybody joining in i wanted to join i've got a bird on my shoulder here joining us just for fun um amanda is uh the birds definitely for you but i also have some fun fake bones on here and i can't really even show you but at the end of the video uh we'll do some spooky uh we're gonna look a little bit at the treetober and you guys still have a couple days left to submit some stuff and there's prizes for doing that so i hope you guys join in for that and so let's get started on our building hello hi thomas um we are actually i got thomas in the chat here and this is actually one of the tree trunks he scanned for us in poland um it is a european ash which is actually the same thing as a rowan tree europeans call it a row and tree and americans like ash uh or mountain ash uh there's a slight difference between mountain ash and our mountain like european ash but it's kind of hard to tell people most people to tell um all right so i've got this really cool scan here and i have brought it in using the um mesh tab here i just clicked the add button and then i added in the highest and medium and low they all come in together and we're going to be doing a little bit of the same that we've been doing um thank you for liking the bird the bird is my friend too i don't have a name for him though so if you guys want to name him um there we go all right so i got a pretty good looking trunk here i love that it has these little um extra details in here and we are gonna use the mesh converter tool which we've been using past couple weeks we're gonna go to file and then the templates here we're going to add our mesh converter and stick it on the mesh and it gives you a top and a bottom and on your keyboard you're going to select the t and then hold down t and place it on the mesh and do the same thing for the bottom grab the click it hold down the t and put it somewhere along the bottom now i'm not going to keep this mesh in here i want to optimize it and i want to build it and sculpt on it so i just want the mesh entirely out of the scene so i'm going to just convert it to a trunk um so i'm going to put this up as high as i possibly can go i'm going to switch the screen space here to push the sorry the w key to move it up and down but if you move it to q it will follow along the branch if you ever get lost in here and you're kind of like wonky and off you can hit the center and it'll try it's best to do that we've added these easy placement tools and the rest of the stitches and stuff as well i know you guys have done a lot of that nv8 and um and thank you guys you guys have been really overwhelmingly positive i think a lot of you guys are just being saying thank you and stuff for that and we really appreciate that we are very new to streaming and doing this kind of tutorial in general it's been a kind of a learning process but we're here all right i've got the top and the bottom placed kind of where i want i don't have a lot of bend on this trunk so i don't need a whole lot of dots in here these um dots that you see displayed are that accurate spine and so if you were in like a regular mesh um your speed tree mesh has this as well just for a second here um you can always see your accurate spine by clicking on the trunk and hitting the show hints and it will show you this accuracy spine a lot of people don't realize the difference between uh adding segments to the tree and then like increasing the accuracy and so these points are ones that will look up it's all right just that little inside scoop there i'm gonna delete that trunk out of there and we're gonna go back in here and then these guys you can uh add more or take away if you need them but for this one we really don't need it if i had a curve on this um i could add these guys to try to follow it a little bit closer it does kind of create a fold if you put too many in there so if you you know had that many you're going to get some errors in here see the the mesh is all bundled up so we really don't want any that more than ted in there um for right now um speedtree has employed an elf for many many years now and we actually um one day at gdc i did the last day dressed up like a wood elf and it was hilarious and i think we had more just people goofing around and hanging out in the booth with us just because of that oh it was pretty great all right i'll just give them a second to catch up there all right so we want to make this blend kind of pretty up here so we have a tileable texture and right now it's not pretty this mesh has a lot of color on it and one of the things i didn't show you when i brought it in but you can do adjustments before you send it out so i brought the max down because it was a little bright i boosted the saturation because i really liked the stripe um if you put something in there that's uh either heavily not delighted or has like a feature in there you will have a harder time blending the pieces but for this one i just was like hey let's go for it um there we go all right so uh you want to get your pbr in good shape before you actually send out your trunk i've got the normal contrasted just a little bit and i don't have the gloss on very high um so let's work on the blend a little bit i'm going to click the pink guy again and we are going to work on that blend i like almost always put it on default one or two i don't know if that's a bad habit but they always kind of work so uh why work harder than you need to um all right stretch that down i think i want a little bit more of a blend area here so i'm going to move the b again i'm just going to kind of push it up a little bit and that way i can have more space down here to grab the blend um we're gonna grab it again and i am changing out the blend range right now just to make it a little longer and this piece in here you can display it by itself um one thing you want to keep in mind is this is just a texture overlay so if you stretch it out you can go over that amount and that will be not a great blend so you're going to make sure it fits in the space that you've given it um it kind of fades out there and so that should be a pretty good one if you c it's probably really hard to see there's actually a faint line where it's getting cut off right now so i'm going to back that up a bit all right and then i'm going to put it back on the um backgrounds and blends and it's doing okay let's see if shifting in a little bit or repeating the thing kind of helps it out a little bit and um i don't know i'm pretty okay with that we're gonna go ahead and send it out um i'm making a kind of big texture for today so i'm going to put it in 8k um and there we go we're just going to convert this straight to trunk so we're going to hit the second to last option and we are going to send it out to our folder i took it off the screen for a second because it gotta find my folder and i want to show you my setup here because it's kind of important to keep this organized or at least in my opinion um i like to keep the bark in one folder the leaves in one folder and my mesh in one folder and for this one i'm using some mega scan props and so i put all my spooky props in one folder um in here i have a buddy handprint and the tombstone which i think is actually like some sort of japanese thing i'm not really sure if it's actually supposed to be a tomb and um the rock that i was using in there and so we are gonna put this in our bark folder this is going to be our um spooky bark one i'm gonna replace it just because i had built i was uh build these guys out and then just rewrite over everything and there's our new guy and so we want to hide our original mesh now and we can really do whatever we want now um inside that folder if you notice it's it's going to bring in your bark for you automatically you don't have to do that what i did for the hand print is just on the trunk i took it into photoshop and i put that decal on each of my textures you just want to make sure your gloss and your normal are correct too um so i did that one for kicks and giggles and that one looks like i named it spooky park yikes i probably should have renamed that but um it's kind of fun um it's a lot darker than the one that i sent out i think i might have done that all right so now we have an ugly tube and we want to make it an actual tree so the first thing i'm going to do is i'm going to add a few more segments to it you could set the segment so i kind of forgot to show you that but you can set out a target segment count from the actual exporter um and this guy is just kind of the freedom there i don't think we actually need as many that's about as fast as i thought it's apparently hard to talk with a fake orc whatever this is i definitely thought about wearing fangs but i don't want to do the whole video with a super lisp um all right i am modeling in the high resolution mode and we're gonna get most of the tree figured out in the generator mode before we go and do our fancy editing and uh fun stuff like that i'm gonna turn hints off because they're kind of annoying we're going to just start shaping this guy first thing i want to do is kind of get him about up to what height i would like the tree to be rowan trees are actually kind of small um they are notorious for being able to grow and survive and some cool mountain spots too um so i'm just going to type in an absolute number for this part it's really good to make your trunk an absolute length because this person of the parent comes from the um tree node and if you ever wanted to resize your tree node you would upset your whole tree um if you wanted to change that so we're just going to make this about 30 feet tall and we're going to have an extension on it so it might end up being a little bit shorter but we'll figure that out as we go i'm going to kind of make it as fast as i would like for it to be and it's not going to be very very fat and we're gonna go ahead and start giving it some shape now the displacement be pushing out according to the map that it sent out and i am just doing um actually probably don't want to twist my texture too much i'm using the shape displacement and i'm pushing the scale down so that my bottom will be kind of uh i don't know with a word for that irregular and i am going to oh it's because i don't have the height map loaded in for that one it needs to be on the actual height map that's why my displacement wasn't showing up um i think i sent one out earlier there it is take me a second to find it okay so i have my displacement set to the material um so it's looking in the height map here you guys know that there is also a window for displacement um excuse me uh under assets and then displacement there's this little tile bar here um for a map you can use either one and when you send it out you can tell it to use either the height map or the this area for displacement right now if you wanted to put it in here it would be because you want to adjust the brightness or smoothing but most times if you're using the converter you don't really need to do any of that so i just send it to the material bar and just checking to see if you guys are there all right we're going to give this guy some shape and um first thing off the bat i want to give it a little bit of shape down here at the bottom um i like to sink the tree a little bit because it's going to go underneath the ground but on this one we're going to put on a rock and so i'm not going to bother any of that we're going to push out the flares on the bottom just a little bit maybe pinch them a little bit and push them up and we're going to start giving it some actual definition and the more polygons i have in here the more i can get some of that details like on the original mesh there was um take a look at that there's all these cool little knots and bumps and stuff so i can do a little bit of that but um for our purposes i really want to know what happened to the stream like what i was thinking when i was doing that i was just kind of like spooky wolf of blood on it um so first thing first is if you wanted this tree to not have a repeat of the special decal um you could go in and fix that i'm going to have so many branches up here that i'm not going to worry about it's just going to cover up that extra detail um which i guess is technically cheating but we don't want to waste time where we don't need to spend it to make it uh blend on the way up um i'm gonna add just a little bit of fine detail in there and then i'm gonna turn it down a little bit towards the top um i don't know just doing some funny curves in there just for fun um and we're going to go ahead and start adding our big branches on now i kind of used this tree as a reference i wanted to make a really bendy one row and trees have very uh symmetrical circling um build up there and so i'm gonna use shape control to make the upper canopy i'm gonna add our big branches um just using the template again i'm just gonna go to branches and just pick the big one um they all sort of start in the same area so what i'm gonna do is actually push these up a little bit and push them away from the top i'm using first and last and that should give us a thing a bit of a crumb um the default that that was on did not have the extended parent on so i'm gonna go ahead and extend it and it's a little bit too tall now i'm just gonna kind of bring it down just a little bit and i'm gonna make the end of the i'm grabbing the um the main trunk and i'm grabbing the end of the radius to make the extension smaller um i want it to taper off a little bit and i want these guys i've got my curves i don't want so much height up here i'm gonna bring it down so um according to the trunk i'm gonna max that out and then i'm just gonna bring the end of the top of the trunk down and so that made because everything's kind of up there at the front we're gonna end up doing something like that for the structure now right off the bat these are little two structures i'm gonna go to the gen mode and that template had an interval i typically use interval for everything on the bottom part of the tree and when i gets up to the twigs i'll switch it to phylotaxi but again phylotextin interval and bifurcation are very very common and what you'll use like 90 of the time um i just want to shake it up a little bit so i'm going to add in some variance to the rotation some variance to the position and i'm gonna make sure that the bottom ones are a little chunkier i'm going to um go ahead and make these guys as big as i can go i'm gonna hit clamp to parent so i don't go over the size of the trunk and i'm gonna add a lot of variants in here and then bring the top uh branches down a little bit i'm gonna make these guys a little smaller towards the top um to luciano we've been making a lot of our trees um we've been just starting with the vfx one and then we've taken it down to the game one we are not going to do that for this one because this one is a special just halloween tree and we're gonna um try to pick that back up next week but we won't be making a game's version of this one um just so i can move on to teaching you i actually forgot you'll have to get amanda to ask me what i'm doing next week because i have not even looked i don't even remember what our schedule is so um so here we go um y'all are making fun of me a little bit not in our stream there we go and that all right we are going to go ahead and grab our spine and adjust the angles a little bit um i'm still doing everything um there's a curve on this guy i am just going to make the ones on the bottom a little bit more flat out and then we are going to start structuring everything so that we can turn uh shape control on the next thing we're going to do is add our branches i'm gonna use big branches again and i dropped them on the tree there there you go um the thing that i want to keep repeating in this tree is that i want these guys to have a lot of shape a lot of noise and kind of full out so one of the things that we want to do here is put these guys on interval and um the row and tree itself actually has sort of a planar it's not quite as full there but i don't want as many of the down branches and so i am going to um change up the interval i'm gonna do count three and then put a plus or minus one in there so every so often i'll have an extra branch and um i'll end up doing some pruning probably and i'm gonna see if i can get some more towards the center all right and i'm not really gonna do a whole lot lengthwise with these guys because i'm about to turn on shape control and i am going to add another set of branches so i'm going to add little ones this time and um i don't quite like how those are i'm going to just kind of use the spacing they gave but really really mix up the position of them position will help a lot um and these guys i am um also not doing anything with gravity yet that's another thing to keep in mind um i'm probably going to want a few more of those and then our next stage is going to be uh one more main branch and then we're going to have a little branch row and trees have little tiny twigs and then sets of opposite leaves and so we're gonna add all those guys onto the tree just so we can get a feel for what they look like and i just have it on interval again and i don't need as many of these i'm just kind of doing the same thing position wise just shaking it up and i'm going to extend these guys and right off the bat um if you were looking at your tree and you are about this far away and you click on those little guys and you're like oh where are they when i'm not clicking on them everything's just too skinny um so you have all these polygons in here why spend them on something that is that big so we're gonna go back a couple steps and we are going to beef up everything i'm gonna take that skin term of the main ones and actually make these guys a little chunkier um and a suggestion for using discord we've definitely talked about using discord um i definitely like discord a bit it's pretty fun um the interesting thing um about doing the discard is i would need to hear you guys pretty well and the funny thing that you guys might not realize about me is that i'm actually almost deaf and um we should definitely try it in the future i'm totally down um and we do have uh someone mentioned that it'd be really cool to do a like extreme proportion fantasy tree um that's definitely coming up on the schedule we have lots of people asking for that um okay so i have a really ugly tree so far that's okay i'm going to turn on shape control and go ahead and get the reason i'm doing it here and not on the tiny twigs i did kind of forget to beef up i can't apparently talk and keep going at the same time but i'm just gonna put these on a one and should be pretty bigger and i can see these guys not quite so well so we'll just keep doing what we were doing um i'm grabbing the end of the radius so that the extension stays nice and meaty i'm gonna add just a bit more variance in here and maybe kind of favor the outliers so i used to get some skinniness in there and then we are going to properties and we are going to grab i'm doing this from the um second set of branches and go to shape and we're going to turn on our shape control one of the first things you want to do before you ever turn the shape control on before i go with that just make sure you're not swimming in polygons like i already have a pretty big tree here and if i turn on shape control it's going to do all the calculations within the circle but um because of the preset numbers that are in shape control you might have it really big and you don't want to crash your computer by suddenly creating more foliage than you need so i'm just going to take a quick second to um optimize everything we're gonna go to scribe mode and see i just have way too many qualities if you're back here and you see black um i switched to medium just a second there um you don't need all these guys and so we're going to grab those we're going to go to segments a lot of people um a lot of people just like to build with all of the segments in the world and i completely understand that it's sort of like play-doh effect or you want all the goodies and then you want to see how to take them away um but i guess a good a better practice is to like limit yourself along the way everywhere in the tree just so that you don't end up spending more money than you need to um i'm just going to turn optimization on for these because we are going to add some noise in there and then that will just take the segments where i need them and then usually on the twigs and stuff i need to drop the radial curve down so i just don't have that many um having a relative of three is going to ensure that i don't have any weird uh blocks like this one here um a little bit too small i have it on reload too i'm just gonna make sure that there's always a couple in there so that it's nice and round and detailed i don't need that many in the weld so i can always turn that down um for those guys these guys you can multi-select these guys and just go ahead and hit skin tab and turn the welding off um anything in the upper canopy we just don't worry about because you're not going to be that close to it these little guys up here i'm going to do the same thing i have multi-selected on i am going to put on just a little bit of optimization and i'm going to grab the radial curve and bring it down towards the end so i've got a nice area where they're connected to the tree and then once they get small enough they do kind of get into a rectangle and that's perfectly okay um this one is our main branch and so i want a few more radial segments and um i'm working in high mode right now you are going to drop segments as you go high medium low resolution if you're making a tree that you want multiples for and so um we want to make sure we're not getting a triangle like this one like oh gotta get rid of that and so we're gonna beef up these guys just a little bit um i'm just gonna add a couple of the act the absolute segments and um maybe just a few more radio segments and we really don't need them all the way down the branch hey we really don't need all the leaking settings either again i'm adding optimization um which is somewhat uncommon for vfx3 because it's usually a game thanks but i use it all the time all right um these welds have probably enough for what we're doing because we're going to stretch those out in a second um okay back to shape control it's hard to stay on task um all right i'm zoomed back i'm ready to turn it on i'm gonna grab the big branches and put it on spheres and that's what i'm talking about i just drastically increased it it's really ugly and when you want to turn on hints in order to see my spears and now if now you can click the tree and see the circles it's created um the thing that i want to do with these guys is swish them towards the center of the tree because it's a very arc shape and i also want to push them up um position and the size of them might be too large we're going to find out as we go and we're just going to um i'm going to use the absolute size for this first and kind of knock down some of that and then we're going to position these guys in towards the middle of the tree to get our nice arc shaped things there one of the things i want to do for this top canopy since i have this extension on i don't want this short weak crown here i'm going to take the curve and say the top of the tree towards the trunk i want that circle to be a little bit bigger and that's going to help my crown be the right shape now um you're seeing all of these guys reach out on the bottom and that's not necessarily like i want to do i want to push the distribution so that the curves distribution takes everything within the circle and it divides it up um so on this one i have four sections and so the distribution would be for this little twigs i have it leaning towards a short distance on the little twigs and just supposed to fit everything in there and so i kind of want a little more balance look going and um there we go so that's enough to get started for the thing the next thing we want to do i mentioned we talked about our little twigs we would be adding as they're showing me all the filled worlds um i can turn hens off for right now all right okay um it's so ugly now we'll get there uh don't give up on me some of you jumping in might be like wow why are they making that um okay so we want to add another set of little twigs here these are gonna hold our leaves um on this tree i never actually added the leaves um because i don't know spooky or bear um so we're gonna add some little twigs and i again added them to the tree didn't mean to do that before i turned before i add them in i'm just going to click that um little trick i'm going to go to spine and i'm going to say stops shape control i don't really want these to contribute to the final shape i'm gonna add them on and you can really see where they're like super super bare i put these on interval i'm actually going to switch this to phylotexy and put these guys as opposite um just so that i have them coming out the same size of the branch i'm going to decrease the distance between them so there's enough in there and i'm going to shorten them just a little bit um and so those are what would actually hold the bronzer i shortened them a little too much um when you get in the upper canopy like this for the small twigs a lot of times it is better to use the absolute value over the percent apparent if you have like an exact structure you're trying to create so a lot of times it ends up being um absolute combo of the two up in the upper canopy um those are just really long and down here and shorter towards the top and so i'm gonna get rid of this curve here and actually take this curve according to the trunk and make these guys a little smaller towards the bottom we're gonna knock out a lot of these anyways the second thing i want to do is get rid of these um awkward low hanging ones i'm gonna do that by grabbing the shape of these guys and we're gonna add a force to the scene i'm gonna add a planer and those are kind of more stretched out and they'll keep them off the ground a little bit uh one of the immediate things that people do in their building is they have these shapes with the big trees and these branches are far too prominent you can just kind of tell that it's simple it doesn't look like a tree yet and so we are going to add some secondary big branches on these guys and these will not be part of shape control either so we are going to add some branches just been bifurcating and just that simple addition helps break up the fact that you've got curves and everything to add on there and we're also going to add broken pieces pretty much everywhere over this whole tree um we are going to um these are just too fat at the top now we're going to kind of get rid of those and um i feel like i was fat shaming the tree not intentionally um you'll see it's in the shape control and i don't actually really want it to be and so i'm going back to spine and i'm clicking to turn it off and then that way i can control this guys um right off i'm just going to kind of make them go smaller towards the top of the tree just to get rid of those big guys up there and then i don't really want them on the end in this case this is sort of all about filling on this main structural area here and so i'm just going to kind of push them down and so i really don't need that many of them to give me a pretty good effect i kind of wanted to be as chunky as they possibly can be just because the other ones got kind of small and i'm going to do the same thing they're going to beefing up the bottom part of the branch there we go i've got a little more spindly things going on there oh um these guys are looking pretty long on the bottom i guess it's that last set and so what i might do is go to spine and i'm just gonna prune out some of the ones that are pointing down so it's downward prune um it's gonna help me knock out these guys i'm gonna just kind of turn it on a little bit and i don't want to lose any towards the top part of the tree so i'm just gonna grab that and say according to the chunk and kind of put a zero in here and a zero in there and i did it a little too aggressively there we go that helped a bit i'm gonna just kind of copy this curve and we're gonna do the same thing for one tier and we'll keep it we'll see who we get um all right so now we are going to start leaning and getting everything into place uh one thing that i did not do is add any noise to that i just kind of wanted to see the overall tree shape before i started adding anything um so we're going to go to spine again um if you're new to speed tree i don't think the people joining us today are i think that there are a lot of users in there the majority of the shaping that you do on your branches are going to be in spine and skin a lot of people struggle with how to find something if you know what it's called you can type it in here and it'll bring it up and you can save the favorites as well you can click any one of the branches here the generators and grab it and rename it really fast if you're trying to keep track of it um by typing up here um for the most part i don't really need to rename these all right so we're gonna start adding our shape spine and we're gonna go to noise i'm adding late noise for this um if you plan to have anything interact uh which i do but not with that section particularly you don't wanna use the late noise you want to use early noise um and i just want to give this more of an already bending winding whatever we're going to call that artistic oomph i don't know one of the things i like to do on these guys is um grab the late noise and give it a lot more towards give it a little bump up here towards the top you have a um this is new in v9 uh we added a which is basically picking um points where there's a bend and straightening it out a little bit so you get that natural um i just put it on just to show you it's doing a lot of calculating right now because i do have the shape control on um one of the things that you can do while you're building this mode is switched to low mode real fast and it's kind of got lost too many polygons there goes the segments really fast i'm just going to make sure that the radar radial segments and low don't lose there we go now we can keep our shape not too bad yeah so i'm going gonna move to modeling in i was trying to back up because i had some questions about multiple nodes um i guess the first thing i want to say is that whenever you're building the best is to make it as in few generators as you possibly can just for keeping it uncomplicated and also [Music] oh thank you um i think i misunderstood the question um i'm letting danny answer everything because it's like delayed or i know i'm a bit ahead of you guys i guess he's explaining the difference between the generator mode and the node mode um oh i think i lost some of you guys on twitch i'm gonna see if i can repair that really fast i think i still got you on facebook and let's see i'm gonna keep going and see if i have like back up but i think that it fizzled out a little bit there all right back to putting shape on these guys um i moved it to the low mode so that we can keep going and then we are in spine and i'm gonna show you guys the i turned it on a little bit um it's on absolute two and you can add how many you want to make sure you get in there um in this case i don't think i think i want more of a rounded shape and so i'm going to use a path um path lets you draw the immediate shape just by hand and so um i'm gonna add some more swoops i didn't like that very much give it some flair it looks like a music note or something um and then we're going to turn that on and you'll see everything kind of do the same thing and one of the things we really want to do with path is break it up a lot and so we're going to add variance in the offset so i have that repeat pattern in there you never really want to repeat it right on itself so we're just going to add a little bit of variance in there and i think we could get away with a little bit more one of the things i did with this tree is i have it growing on the side of a cliff and so i went ahead and i leaned it and it going to spine and i'm changing up the start angle just a little bit and i'm also going to push it back up with the gravity and then i added a bunch of noise on this guy um on the actual trunk and add some light noise again on this one i did more of a curve like this where i have it all towards the bottom so it's doing a lot down here and doing all these as procedural edits if you want to skip all this and go into the freehand mode you could um i just find it a lot easier to make fewer adjustments there i kind of want to turn the light noise up so that i have this still straight up there um so we're getting we're getting spookier here um we're going to hide this it's going to be sunk into the side of the cliff anyway so don't worry about that so far um i really don't have anything juicy going on on the trunk so i'm gonna take a second and do that um i just added probably gonna get a high for this i'm just turn on the top off the trap of the tree for a second turn off that guy too okay i had a question about um i can i finally get what you're saying now it took me a second um adding those extra generator modes off of the main one um this one is set to do i've got like a radius and i've got a percent variance in there but um if i want these to be all relatively the same size um i can control it a lot easier if i have a second set coming off i guess it's between these two here so on this one i had point six with a little bit of variance in there and that's going to be like the main shape of the whole tree whereas these big branches i made them really big um coming off of and hide them for a second there just so you can see what i'm talking about um so these are sort of holding the structure of everything in the end and then these guys are more like a decorative i lost them because i pushed the radius down at some point i don't know when i did that um but i'm crazy sometimes um yes it's basically just for when you have drastically different shapes like if i want to keep these thick but still have them mixed in i can try my best to do that with one generator and i would do that all with variants so if i wanted to have drastically different shapes in the radius i would have to carefully go through each level of curves and you know drop them down on the end or you could use the that's the radius uh the actual variance in there um and i did that a little bit when i favored the outliers on that one section um it kind of pushed it to have more big ones and more really skinny ones and then you got a couple different like cohesive i think if you want sections to stay there at the same size i hope that clarified it i feel like i didn't explain that very well um hopefully it will we're just gonna keep using the same techniques as we go um i also forgot to switch out the spark i don't really want the bloody bark on the top when i put it back on the main mark um which i think i made a couple of them have a spooky bark there we go i'll match a little better all right this one i already explained had a big stripe in it so the blend in here doesn't look as pretty so you're going to need to do some work on the welds um these don't look pretty to begin with we want to kind of adjust those so we're going to go to skin and we are going to spread them out just a little bit we are going to lower the scale just a little bit and maybe like push them out you don't want to go too far out with the offset um got kind of a stripe thing going here and on the texture we're gonna bring that texture out too far out and we get a little bit of texture streaking there it's grabbing it that's way too much so i'm gonna do this lower it and add less contrast because these marks are really contrasting you just kind of don't want that and receive the noise helps mix this up a little bit and i kind of look at it from far back and i think the color difference there it probably would be better to have a more solid um mark up on the top but this will work i'm going to real fast you see that little hard edge right there um not loving that because this is a detail area um this is very prominent place on the tree i'm gonna grab segments i'm gonna turn off optimization for anything near the top of the branch i'm just gonna put that in there and second point still a little bit crazy there let's see if it goes away i think it's the noise needs to be smoothed out a little bit i think that's where that's coming from it's kind of pulling it down far too early i'm going to go back to the noise and just kind of troubleshooting that as we go um i grabbed that and i added late noise and y'all remember i added it all the way early i'm going to just add a second point in there i'm going to keep the noise there but i'm going to taper it off a little bit better and that way i don't have that sharp angle not really what i'm going for um the second thing i'm going to do is turn on smooth and that's going to help those elbows look a little bit more natural i'm going to kind of add some turbulence in there as well and we are getting a little bit more tree like um hi austin i've never called you that in your life but hello um i'm glad that the twitch seems to be back and happy all right we are shaping up this now and we want to start um so we added displacement on the trunk but we're gonna go ahead and add some displacement on these main branches too i'm just gonna go bump it up a little bit um i don't have a whole lot of polygons in here i'm gonna add some fine detail there's the bottom i don't really want it on the ends and i'm gonna add just a few more segments in there just because it's looking a little sad there we go now one of the things that we are gonna start doing is um adding the same noise pattern gonna kind of increase the frequency and the turbulence in the uppers as well and um just looking at it right here we want to still break up the shape and so one of the things we can do that is by adding breaks um i don't really want to make break the main branch we're gonna add some breaks in here we're gonna go to spine and give it a percent of breaks and i don't really want any breaks towards the top of the tree because it'll mess up my extensions and so i tend to make sure that's off on the trunk i just say trunk and i grab a point there and then i put a zero on the end just to make sure we don't get i like the crown to be kind of full i don't think the personal preference or whatever um another thing we're going to do is add some lumps um just to bump those out i am going to be sculpting on this so i don't want to go too crazy or anything but the lumps which i added one on it's on the other side of the tree i'm gonna turn it around i'm just gonna add like a couple of them um i'm gonna kind of push them up towards this one big main section here and push them back down there we go so they're kind of like all in the same spot and that's okay i'm just gonna and if you're gonna do a lump you might as well make it pretty prominent i'm gonna just offset those guys and kind of make some variance in there so they're all a little different and that will help these guys will help a lot on the second tier as well sometimes i just copy this guy and kind of concentrate it more towards where you can see it so i'm going to just move the position of this down towards the bottom a little bit i actually think i'm going to put these instead of absolute i'm just going to see put it on bifurcation and it's going to put it on the elbow for me and it adds a nice little realistic bump thing going on there and so now we finally have some good tree shape going um i feel like this is this one got a little awkward up there i'm just gonna bring this i think we did that and i didn't do it enough or maybe some of the random variables there got it um the radius up there um i'm just gonna make them a little smaller towards the top there we go less chunky and then i kind of got a little outliers there i want some the big main branches to be pretty beefy um those extra ones that we added i feel like i'm not getting them close enough there we go i'm gonna make some of these guys really short towards the inside of the branch just take the length and according to that big branch i'm going to use that curve to kind of bring them down and then you'll see what that does in the big scheme of things i meant to add we're gonna be long on this tree today because i definitely i'm not very far so we'll probably go over four and that's okay we're just gonna keep building because happy halloween um there we go let's see how we're doing on the rest of the tree looking we got lots of things going on here um we're starting to look nice and gnarly i don't have a lot of action going down at the bottom we're gonna add some roots this is just a decoration template if your roots ever don't show up when you add that template um you are going to [Music] make sure that the first and last is set right so that set on a pretty generic radius and some a lot of times if you're on the wrong size trunk and it adds it on then they won't show up um so just make sure you have enough room in your first and last and on this guy i am going to push them this bottom part of the tree is going to get sunk into the rock and so i'm just going to ignore it for right now i'm just going to kind of put them relatively sometimes it jumps and it's annoying um i'm going to make these guys really big because they're going to go on the side of the tree there and then i'm going to change the start angle of these guys they are kind of up and out um use gravity a little bit and kind of push them down towards the top all right all that will matter more once we get the shape of the thing on there the weld is horrible on this so i'm gonna go and fix that and just make a lower scale not at all i'm gonna make the top scale kind of blend it out just a little bit it just kind of wasn't doing very good for me there we go and we're doing okay we're gonna see what it looks like in the end um once i get there uh what i did for the rock was i brought in a mesh um i just use a rock that i'm pretty sure supposed to be tiny and so it's not super super high res um and that's okay so i brought in the mesh and i brought in the rocks texture which was not that one i grabbed the wrong one um that's the bone did i rename these no i could have it would have been nice i brought in some blood and guts earlier because i wasn't sure quite what i was going to do with this tree and i thought about making a skin tree with guts in the middle of it and it grossed me out so bad that i chickened out of it i was like i can't do that for this so that was the lack of direction i had um let's go ahead and select the mesh cutout and i'm going to add this to the scene as a force object all you have to do is grab the mesh and drag it into the scene um you can add this by clicking the force icon as well and it's huge and that was actually the wrong that was my tree trunk i'm gonna delete that guy pretend that never happened i'm gonna grab the right material i guess there's a slight possibility that i deleted on accident and i didn't bring it in for this and that sounds like me i'm gonna go back to my strippy props and we are going to select the rock uh andy andry i think i read your name wrong sorry it's asking um how to load the backup tree if it breaks um when you shut down automatically which also reminds me to hit the save button um i like to build with save incremental just because sometimes i go back unless for new users just use save incremental we'll put a one on it and then that way you have a couple files to go back to um if you crash it's gonna bring you a file it has a little uh tick mark in front of it and if you um one reopen the modeler it's gonna ask you if you wanna open that file if you haven't i'll show if i show you an example sidetracked but in a good way it's a good question um it's gonna save out i just have to find one with a crash file in it real fast hang on okay i've got one in my folder in in general whatever the crash file is going to look like this uh it's that temporary file um you can still select these guys if i double click this it will try to open it up for me um these will save as long as you open the mulder back up and try to open it if you have multiple trees open at once it's only going to give you a crash file for the one in the first slot so that's something to be careful of a lot of people like to model with like 500 things open and i'm not telling you you can't but the best practice is to close those down and that way you won't lose your file and uh i got a question about polycounts serial murder gpm a lot of what i'm trying to cover when i do these builds is actually how to build smartly i guess so if you guys kind of follow along with my my practice there i think we showed you switching the resolution for sure um and the cinema one and the nd one um indie one you shouldn't be having too much of a problem but there are definitely certain things that text the gpu a little harder so this shape control is one of them um you can build your tree and add this on last if you need to use it anything with something added to the scene like a force mesh tends to be a little bit heavier so that's what i see um and thanks i like to think so um okay so we want to add that rock to the scene i'm going to grab it out of there and just just make sure it didn't is that it it is okay i've got a rock now not the trunk and i had it turned on earlier so it looks like they're already paying attention to it just kind of turn it off for a second um if you have a generator selected and you add a force mesh it's on automatically turn the force mesh on that's what i did just now um totally by accident exposure to make sure that you guys understood what was happening um we want to go ahead and assign this with the material and so we have it in the scene we have it to attract obstructs and i'm going to put the material on it which i couldn't remember where it was for a second there i just love finding things on live live stream um we want to include it in the model and then it gives us the material option um which i believe we brought in i was the teef you started you this one there we go all right this rock is ugly on that side and that's okay i'm going to just use this as a prop in the scene um but also to kind of hide i think this is a different rock than i use in the original and i'm okay with that and it looks like it's stretching so this might not be the right texture for it uh just make sure that we are on the right one i should have renamed my i've got so many props in the scene that i can't keep track of them that's definitely the tombstone okay so i'm on the wrong one here i want to grab the i feel like uh how big is our speech team was asked and we are a very tiny team full of very dedicated trainers that love to romp in the woods from time to time and in terms of height i feel very funny i don't know who takes oh man i might be like the shortest person now um danny works at speed tree he is our director of operations he's usually the guy kind of hanging out in the comments and amanda's there with you guys as well um danny does everything under the sun uh but he joined me for our first stream and it was hilarious and we couldn't quite figure out how to have two people back on the stream because the bandwidth is crazy um we probably will have more multi-person streams in the future where we have more people talking and just hanging out um all right i'm a bit confused by the textures here we're gonna use this rocky when that's ugly just for the sake of keeping going it's just matching up and the fact that someone shame shame yeah yes you should feel very bad for that i'm very biased but [Laughter] there we go all right what we are doing um a lot of you guys may not have known this but you can actually click a trunk and move a tree around in screen space and it's a lifesaver uh you just have to do this and set everything up on a zone to move out sections you can still do that but for the sake of time why not be able to just move it so what we're going to do is we're going to grab the whole tree and because everything's kind of heavy turn it off on there oops i turned my eyelashes back on um we're going to move this over into the rock i mentioned that we were gonna kind of hide it into the side and so anywhere along there is fine um we're gonna hide it with roots by kind of growing the roots into the rock in order to get it today so ugly sorry if you can ignore my ugly rock and pretend like it's nice beautiful rock that would be great it's so hard to make things pretty on live stream um so i got a question from why are you sold out of all of your artwork i'm guessing that is my normal painting artwork i'm not 100 sure uh just durant is that what you mean so many people talking on this one it's great i'm getting so distracted all right we want the roots to hide the bottom of the trunk and so we are actually going to turn that on as a force we're going to say that we want it to pay attention to this guy and um i had added some other forces in there and it knocks out a couple of my roots which makes sense because i'm kind of dug down into the rock and um someone's switching mega skins again yes definitely take advantage of those goodies all right we are in note mode right now um i hit the tab just now while moving i'm gonna switch back and add a few more roots um basically the rock is totally taking them out um and i only had three on there anyways and so if i add a few more and like maybe boost the high up just a little bit i'm gonna change up the radius pretty drastically just to give these guys some shape and maybe kind of i'm just gonna give myself some link there i feel like it's just easier to work with there we go all right so now we're kind of hiding a lot better now one of the things we want to do we did this last week is grab the forces and we are going to make it pay a lot of attention in here and you have something growing on a force or geometry force um the normal spine noise is actually backed out you don't wanna it doesn't matter if it's on it's just not gonna listen to it anymore since these guys are interacting with the rock right now we're gonna go to forces and we are going to use the force noise and we're going to make sure that it's hopping on there exactly how we want it now i want these guys to pay attention to the rock right away and so i'm just going to make sure that they're on as early as they possibly can be i'm going to kind of follow along the edge of the rock i'm going to kind of break that up a little bit and then just change the angle a little bit and now we've got these guys interacting in a nicer way these guys are going to be on the force as well we're going to make sure this turned on and we're going to add some noise and some follow strength change up the angle and i got two and they're really long and i don't know if they're supposed to be like spidery or what was going on there but i'm just gonna leave it for now um they don't really pop one of the things i did on the other one was i had a darker version i just repeated the bark in here and i've had a different material on the roots just so that they kind of blended a little better i kind of mix in that darker bark just because sifa looks good no we don't like that that happens sometimes retract retreat we don't want it um they mean to yell onto the microphone sorry about that danny's answering the important questions here about where we are supported and we actually just wanted to add that we have some artists that work all around the globe to begin with um there's an ongoing joke about how speech does not like antarctica i don't know how to explain that one we actually really do i'm sure we do they just don't have any trees down there so we're up there um there we go i feel like i missed y'all we're talking so fast so i'm just keep going okay now that we've got this guy on our rock we are going to use a another force we're going to use a direction force and um this is going to i'm going to do magnet instead um this is going to help me grow everything out and give it that sort of gnarly wind slipped swept look and so i'm just going to grab the magnet screen space keys i'm going to push the w and move that up again it's on right now for the trunk because i have it selected i'm totally okay with that i just want it on for that and i think it'd be really cool if we did some extreme lean which is kind of what i did on the other thing is i just kind of brought it up and over and i've got these guys i'm going to have these um main branches kind of hold the shape and i'm going to take maybe a couple of them and say they can lean out so i'm gonna turn the magnet on for them um and i'm just gonna kind of tweak these guys on the bottom of the trunk i'm just gonna turn the magnet off a cool look would be to actually do the opposite there and just have these bottom trees kind of pushed away back from it on the second set there and i turned the magnet on and instead of having them fold over the top there i'm going to turn it down on the top and i'm going to add some variants in there and these are gonna pull it out if you're using um the shape control the forces and the noise will actually pull it out if you're using late noise we'll pull it outside of that structured look but we have enough of the structure there to hold the shape that we're going for i'm gonna go ahead and um i have planer on this guy already i'm gonna turn the magnet on all the way a little bit less on that top guy i just don't want to overbearingly push all of them there and i got some interesting things going on there so the next thing we are going to do is i'm going to use the bin tool i'm kind of ready to go ahead and get in our finer details here we are going to turn off everything it's again about not making your computer work harder than it has to um i really don't need the roots in the scene i'm just going to keep these upper ones there and we're just going to give this a lot of character by quickly using the freehand mode this is brand new v9 if you've been watching along um you've seen us use it a lot we're gonna just grab that main trunk if you click it you should be able to see the bin tool looks like this and i am going to bend this guy softly at first i'm going to maybe twist it kind of do i went real gnarly in the original um this happens when you bend like these nice shapes that you had out are gonna intersect with each other now and so we're just gonna correct some of that i'm going to um this is all in screen space by the way so i'm just gonna turn my angle here and i'm able to bring it around you can hold the space bar down and stretch this out if you need to but i kind of liked the length we were at and i want the top of the tree to definitely remember when we're talking about the crown of the tree i just wanted it to sit up there nice and happy and so that's our basic shape there i can also get in and make um by grabbing that slider there i'm making tighter turns here so we can give it little bumps um you can undo any of these guys by hitting the back it'll save i think 12 of them and there we go just because i'm editing i got a question from uh jester and about my paintings and um i have not been painting as much i've been trying to build up a stack of them so they can all go out at once so i hope i have more paintings out there painting's my hobby i'm definitely yeah a tree artist by day and my main strength there i just paint when i can when i have time so i appreciate it and thank you for looking and um i have a lot of fun of it and it definitely correlates to speech remodeling it's actually one of the funny things i'm just shaping i'm gonna just kind of shape and talk um one of the most welcoming things i can say to people new to speedtree that are intimidated by the tool and they open it up and they're like why are these all these boxes in here and things to do um i am not a tech artist by train i did not go to school for this i was a photographer and uh shooting weddings and speech re hired me to take some pictures of bark because we needed some bark libraries uh they were just starting the v8 pvr texture library at the time and i don't know how i got sucked into that but a few years down the road i know this program backwards and forwards but it's just from diving in and wiggling things um you don't need to be extremely smart this software is meant to work for you and make them faster and make everything i don't know if you've ever tried to model something in a 3d software but um yeah i just hope that the software is not an intimidating thing for people all right i'm back in gen mode i'm gonna look at the rest of the tree because i did so much editing there that i probably messed up a lot of the upper canopy and that's okay and it got kind of crazy in there um and i don't hate it i'm like i'm just gonna go with it one of the things i would say is that these got really really long at the top and it's just these little twigs reaching out to fill in the circle there um all right we're just gonna go and call it but i'm gonna see what this looks like if i turn the shape control off for that let's slow swings a lot of times holding the shape and like the three middle twigs is a better way to go about it um and i think i can really like lower the length on these now and get it back to where i'm kind of happy with it i also have like a lot of branches here now so i made them teeny teeny tiny on accident i didn't mean to do that quite so aggressively but i'm just getting them back up to snuff they're really long i think on this guy um they're gonna put some noise back on them i don't think i did that yet it's definitely super weird to try to art and talk at the same time it's something that i generally like to concentrate on i guess everyone um i'm just using the curves here on the little branches to maybe turn the noise off on some of them so i've got a nice wrinkly worm pattern on some of them and i've got like less of one um i think that this tree got a little bit bigger than we want and so what i might actually do is go back to the main shape here uh back in shape control i think i turned heads off the circles are just a little too big and so i'm just gonna maybe make it a little smaller just for adjustments that might have been on too much i'm like i'm on high road right now i'm actually doing what i'm not supposed to be doing but i'm talking if i wasn't really paying attention um ideally you would be doing this in low resolution and uh really paying attention there so you're not hurting your computer so much um all right we are just about to the shape that i had obviously it doesn't match perfectly but i'm only human um excuse me only elf so uh the last thing i did was i hung some ropes and i used them as a force mesh and hung some bones in there i think we are kind of wrapping up our time here so i might not get to all those pretty details but and the last thing i'm going to do is i'm going to just add some sculpting in here sculpting sculpting so i'm going to turn off these guys again usually i just use focus i just select the branch and fish f i've been selecting and picking a lot i don't know why um i'm going to put it back in high resolution and i'm going to kind of maybe look describe mode we're going to go to freehand mode and we're going to use the displacement tool um one of the things that you can do in here before you sculpt is if you have an area where you want to do a deep sculpt and you need some more polygons like up in here change the light so you can see it it's lit um i'm gonna go sky mud real fast i'm gonna go to the feature vertices first and add a few in here and just do some extra shape down here i'm gonna make a brush really big just because i don't want to add stuff down here at the bottom like maybe a ridge and so i can do something like that and then i'm gonna go switch to the displacement tool i'm holding the space bar down uh when you click the brush you're gonna be able to see the little gizmo um and then these guys are gonna let you change your brush size and how it's spreading out um so i can make the fall off bigger by grabbing these circles or i can make the brush smaller i'm gonna do a really really tiny brush for that with a pretty gentle fall off and i'm just going to hold the spacebar down and i'm going to pop those guys out i have the strength on pretty low ah it's actually taller than i thought um so i just wanted to make uh an extra bump and fun stuff you can probably hear my computer right now it is definitely like um you probably want to do this and see what your texture looks like like that if you need to cancel this out you can smooth it back out so if i got some bad texturing down in there that will help i obviously don't want to push this so hard that your texture is just screaming and agony at you why did you do that um i'm gonna go back and add just a few more i'm gonna fetter if you're looking straight on on it so it can tell make the brush size a little bigger and just kind of add that in you can't see right now what i'm doing oh i'm on smooth and that's why it wasn't working and sometimes i lose my mind so make sure you're in the right mode first i'm going to add subtract now that i've added i can kind of pump pump that out a little bit and that's awful we're going to get rid of it though we're going to go back to smooth okay and this is part of the reason why i added this on last is that this tends to be a little bit more tedious it's for people who have something very clear in mind and they want to add i don't know a face or if you have a detail on there like let's see there was a really good um oh that's awful we'll push that back in that never happens um something like this where there's like a slit or trying to look for something good to punch out just adding different areas there always good to kind of keep in mind i did that on accident but um i switched perspectives uh i was trying to quickly uh if you double click and zoom back out and there's my converter tool hanging out in the corner there um i tend to like get really cramped in i think this is sort of like a drawing thing where you're working and you're so close that you're not really paying attention to the big picture um so i like to double click and back out every now and again and that's pretty fun i like a little divot than it made when you do some fun stuff with the shadows and maybe add like a bump up in here and you might not need the extra detail in there just want it to bump out a little bit um someone is asking about the z fresh workflow you can 100 sculpt something in zbrush um i would stick to the bottom two tiers like if you want to sculpt a very very super artistic face and bring that in as an fbx or obj and use our photogrammetry tools to pop speed tree on the end of it that workflow works really well we'll probably do a live stream of that later um and for the sake of wrapping up the stream i know we didn't get all the way to the end i didn't show you my cool little details or anything but i'm gonna go ahead and say that we are we made a significantly spooky ish tree off of the side of this rock um i'm just gonna open them the endowment i just kind of want to explain because i showed you you're taking a second there we go and i forgot i added moss i just added a couple more preps in that end when i think i had a better swoop here it's like a i just took out a lot of the branches i didn't need um for this i put in a rope texture and i just used a branch um branches are actually not connected to the tree itself i just added them to the scene i used the screen space keys to move the branch up here and then i used the branch itself as a force mesh that's in there it's the branches um so this rope is actually climbing on these guys and that's how i got them to wrap over the branch um and those moved i probably would tweak that a little bit just to make sure i've got it into place and these are just some quiksil bones so um i did a much slower job of shaping everything and getting everything where i wanted it and that one so just wanted to go back and assure you that the entry does does look okay we did we made a completely different tree but that's okay um all right one of the last things i'm gonna do is hop over here and i just wanted to say that we still have this treetober thing going now i'm gonna add it in um this is we're trying to just get people like not uh people do the drawing thing and they pick several of them and try to do all of them um the goal here is not for you to do all of them but just to enter like one or two and so we haven't had too many takers on it so far but i wanted to show you some of the stuff that we've been making just for kicks and giggles um we have this really cool one um aaron springer posted it i think like yesterday and it is pretty cool he added iv over i just love the mounding and everything that he's got going on in there um also this bokeh on the pictures you took awesome um so thank you for playing along aaron there's some prizes for this so if you're playing around with our marketing and you just want to make something and post it just tag us because i could win some free speech for this we've got um this is submitted by danny uh director for operations here speak tree this is a c tree it's got a nice breezy atmosphere that's kind of fun um i made um we actually do not allow office visits they have to be made by appointment so sorry to add that in there and i made an octopus for the beginning of this and then i kind of slowed down i was going to try to do them all and that didn't happen um the very last one i want to show you is probably the coolest thing i've seen in a really long time and my boss made it here is for a tree this is done by michael and uh it's crazy cool and i don't even know how like he just sprung this upon us last minute um kind of switch images here so hard to grab the images in obs led but like look at this ridiculous mess um okay this is kind of about making random things in speech tree that you're not necessarily supposed to but you can make some really cool things with it and i just love that we're getting a few people here and there um amanda just posted a link for you if you guys want to do this too um but there's just a couple days left in october and so that's when the contest ends so if you guys want to win some free stuff and want to make an arty tree um check out the trial and maybe play around with it or if you already have it go for it and post a render okay and that pretty much wraps up for today and exactly i felt bad for i i can't figure out which photo needs to go away so i'll just keep going there but that wraps up for this week and we'll see you guys next week um amanda reminded me earlier that we're doing some sort of bank side thing with a river next week and so hopefully we'll be back and doing that and i appreciate you guys for watching and you all have a good rest day and happy halloween [Music] [Music] [Music] [Music] foreign
Info
Channel: SpeedTree YouTube
Views: 4,299
Rating: 5 out of 5
Keywords: speedtree, modeling, live, orc, goblin, fantasy, halloween, spooky, spooky season, spoopy, 3d, cg, render, design, gnarly, creepy
Id: sltuJww0FvA
Channel Id: undefined
Length: 113min 40sec (6820 seconds)
Published: Fri Oct 30 2020
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