Tree For Game using ZBrush

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[Music] hello guys sorry for the later tutorial for the train creation in ZBrush I have the term Nietzsche plug-in I showed you earlier you just need to go to google and search for ZTE brush and then the first one should be the one drag this letter to the middle and maybe yes right in the middle and you will be able to find the download and latest version click here to download it and then after downloading it's a big priority sound dated okay now you can go grab those two files okay and then go to the C Drive Program Files and then the pixologic zbrush and then the startup and the plaques and paste it here and also go see plat 64 and paste it here too okay when they're done if you open the brush if you should be able to find the d3 plugging underneath any plugins okay let's drag the plugins to the to palette Azaria yes new plugins to the to palette we Cana or to the talking on the you like so we can always see it now to start with we can press the start button to create a simple traffic simple trunk code I can of course give you some variations if you don't like really long main trunk you can just grab one of the zero disappears by using work too and then there is a trim to trim it okay if that's what you want if you want it to be sticker you can do something like underneath deformation you can inflate it to make it thicker if you wanted to okay alright now let's grab the last one here and you can do Goro angle which is this one to grow a smaller trunk there now let me make it bigger by using the skill skill that one okay I'll give you some nice variation okay so that's one of the branches let me go start maybe here and then create another angle and this time I want it to be more variable more out more twisted so you can go change the variation to something higher than the default value and then go and login oh I need to select the easy severe first using move to and then go angle that will have a new one but this new one will have more twisting happening when you see transparency between these spheres like that it's just because they are too close together and it's hard to figure out what's happening so either move one or move the other one okay so let me just connect them spread out okay I kind of want to have a tray that is tilting one way which looks nice but you can do any shape you want it will better - it will be really good if you can find a tree shape you really wanted to do rather than just call and lay some operations in case you forget those to rotate this use rotate and then drag the connections between these two tiers okay you don't want to drive the disappear that's going to twist those disappear and that's going to give you weird on geometry later on so don't twist it too much okay and to move if you move individual these the spheres you can click and drag on the disappear but if you want to move the entire change and holding down out and drag the connection because it disappears that's how you move the entire disappeared change so I think that's about it and other things like scale and rotation you can experiment with it just remember that dragging the disappear and dragging the connection giving you different options or operations so it's not really that hard to figure out what they're doing okay all right so absolute chunks now two branches now okay and then I also want to have some loops you make it bigger actually still really wants to hear that and the root so I also want to have some loops so what I can do is using the draw to Android it'll appear here for one of the roots and then select that Sapir and the stock sorry now start if you press start by accident it's okay because it's actually discrete and you two three hours switch back to the old - okay let's go angle from there all right now a little roots here every better to have some kind of thing to go on so I'm going to go to the sub dues and then apply or append a new maybe a cube as the ground and I can move the tube to wherever I want it to be I can even go on do some sculpting on the cube like dynamesh it and then do some sculpting on it if I really have a rock that would be nice right so let me just give you some nice shades on it and to you know create something like a rock let me change material to the basic material give it some hard patches okay I have a tutorial for a rock sculpting if you want to take a look for now all I need is something simple as it's okay now if you want to be more rocky you can go clay polish and then click publish it that will give it harsh upper edges if you if you really want really sharp edges you can drag the sharp tool all the way up to 100 that will make them super crisp sharp okay so that looks like a rock now and so you can go back to the leeches or the disappears and now start giving them more stuff like I think I can drive the route to make it wrapping around the rock okay and then let me go drag a new route and then go girl and go again no so you have another route okay now let me give it a nice arced route shape here okay and then maybe one more route to see to from here I can go to angle again so have a new route from this and make it wrap around how do you rock now I think the tricky part is how do you create a very nice distribution of you know branches and rocks and gender and figure out a proper shape for them to look nice so I think it's more like artistically you have to be really controlling everything to make it look good and it's not an easy job in this manner but as long as you have that the technical part is actually not that complicated okay so I have some roots now I have the branches now I really need to have I really need to have some smaller branches but doing that one by one is really tedious work so what we're going to do is using equal branches and network grow multiple branches so let's try that the price value seeds start growing branches Rena is growing on large roots which is not what I want let me cut it back so I want it to be studying from from here I'll lead sub-branch what I can do is go select one of these appears okay here using move tool and then click the branch start here that will force the branch to start growing from there so let's do grow branches again okay now you will see the new branches will go growing from there okay now when it grows just new branches and sometimes you have those overlapping that's just because they are too close you need to click their position a little bit okay okay if you need to do that a little bit and of course if you don't like some of the branches like I don't like to have that one actually I can select the first segment up there and then trim it lessened delays I want to buy a holding down out and click on it while I mean draw mode okay if you're into about out and click that's how you delete how you delete these appears okay so I have some branches now okay now lis tree remembers where you grow from an acre it will continue from there if your price grow and go again so that means if I do more girl and go it could be very proper for all recording hound it then it's the other branch now so let's try that go 20 okay now will be growing there and maybe some on the good okay now sometimes it's growing like you know too much so I think this is okay for now for my in my situation so I do like this not a branches it gives me that just need to tweak it a little bit to avoid overlapping I don't really need that one so trim it okay don't like that one either don't like yeah that seems good okay give it one longer cool now sometimes it goes is too much and it's hard to control and get messy let's trim this one don't laugh that one so what you can do is actually make it girl letter the amount I will go to what we determine here branch and numbers you can change that to three so that will all in curls three branches and then the list of the branch can be controlled by the segment number I can make that smaller like five then you will end up with al-sadr branches so let's try to grow branch again I see I'm growing lettuce branches and though they are not that long either to have someone watching stuff maybe I can go get rid of this one doesn't seem to do anything good now let me go to the float away and then go then maybe yeah do something like that okay I mean girl branches again and again help battery set will respect the French so we will girl from the start again I don't want that so let's see so unless you want to regrow branches from the very beginning of the trunk otherwise you don't want to click the reset here so let me click and drive this one using move to and then branch starts here my new branches will be on this way now so let's go to grow branches again if you know and your branches here try a little bit I'll give you that one that one can be more active the other one okay so now I have the basic shape of my trade I mean the basic branches of course if you want to grow more you can grow more but I intend to make it simple and I am actually going to rely more on textures on these smaller branches but for now I'm happy with the branches I'm having now so then what I can do is go on to the let's say first tree then create it now what I can do is go to the town group disappear what it does work group disappear based on their size so that means smaller branches will be approved underneath their own group that way when you press shift app you will see now all the branches are now having their own groups so similar branches will be purple and then the big trunk will be red and then you have other ones that green or even orange one okay it just the easier to have those groups refined here first created here first anyway so now I'm happy where is the shape and I have polygroups now and I can go to adaptive skin here and then preview so that's the skin I'm going to get after that after the disappear and I don't want actually to be and as that then so I can drag down the density to go to subdivision level one and that's enough for me okay so I can press make adaptive skin you go to sub two now and then do a pinch you can now see there is something called adaptive skin sorry skin underscore something that's the new one and created as the geometry now you can have the original disappear one and start working on this is the new one that is actually a GMO Jeana all right now you can do sculpting with you now like this and bad turn because we actually start sculpting more detail on the chunk now we can actually now start trying to give it smaller branches and release now because you are doing this for game engine so how I'm just going to do geometry so let's hope Hananiah I'm sorry let's just go online and search for some images let's try we can go to CG textures and then you should be able to send some nice textured I like on the or say a Blanchett okay now it will give you a lot of branches with leaf on it you can use those as texture okay so let's see you a choice oh good actually like this one this one is really clean and it does have all the texture and stuff on it even artha but I think I just need this one so I'm going to go download it so I'll begin oh okay my parcel okay so now I can go download it it looks like this now before I'm allowed to use it as a texture I also kind of want to make it more complex so what I'm going to do here is I'm going to go to go to photoshop and then open it it's going to be in light download which is here ok and what I can do now is copy this into a new file which is a 1k file I don't need the background and I can actually make it more complex by and operating using this simple image to create even more complex French Spanish it includes one smaller on the edge doesn't have to be precise no one is going to care too much about how much you have is are all the branches connected so feel free to combine them in any way you think it's proper you can flip this one even smaller okay now have a more complex French I mean maybe do one more in the middle to make it denser okay now I'm happy with it so let me go merge all these layers and then save it as a PNG because it does have transparency so save it now let's go to Maya okay drag it here now what I can do is create a pipeline here and then give it this to segment and then I can give it a new material and just use Lambert for now and then you can give it the image so it's going to be in my download belief image okay after press fix you can now see they're out here let me just drag the vertices in the middle to give it some nice blending not so much it is quick little bit just to make it look complex okay now let me go through this way and then drag it up and then duplicate it again and then rotate it like that if you make this one smaller just to give it more variation and the Dialga more and put position this one video here okay so this is this smaller branches with leaves on it I'm going to use it for the trick later so let me grab everything and then combine them together and then before I export I also need to go to the UV editor and grab all the UVs and flip them little skeptical so the brush shade movies in a flicked way for some weird reason I don't know but I just need to flip it to make it work properly in ZBrush now let's go export this as leaf let's put everything in to download if deal then back to zbrush and then we can start with the cylinder and import the mash a leaf do we export its online okay now to get the image back he can go to the textures map and then go import taxes that's our texture okay now the transparency can be turned on by just dragging the transparent okay don't drag it too much if you drag it too much is going to eat out some of the non transparent part so this gave it some value so you can see something okay so that's delete now you cannot see the back to fix that you can go to the display properties and turn on the double that will allow you to see both sides alright now we have the leaves let's try to apply it on the model that make the leaf facing up to you and then go brush create insert mesh and then you and that way when you go back to the tree which is done this one and then grab the tree and you can click and drag on the tray to start creating the leaf geometries you can do that manually we really want to control every individual these branches but if you really want if you're lazy and you don't want to do that this is another way to do that which is underneath the pedal mesh you can do fella mention the replace have a mesh with the leaf geometry so let's try to do that so the place I want to grow leaf will be I be holding down control shift and click on the main trunk it's going to isolate it control shift and click on it again to reverse the a solution now let's mask lows on the top control shift and drag click to result to reveal everything and then holding down ctrl and click to blur the mask a little bit so that's where I want to grow my leaf and then when that is done just go to fellow mansion preview that will preview some photo match on it which is messy No so I don't need that much to change the next feathers to actually reload at Point 1 and then you want to change the coverage to something really high so you can see where they are I think I can also click down the by area to see them one and then I can also go to these segments and give it just one segment so I'm not relying on the federal managed to create lead but what I'm relying on is I'm going to I need some randomly positioned geometry across the model and I can later I'll replace those with my league geometry so that's the idea here so I don't really need that much gravity you can drag the gravity gravity down to make them go just straight and even drive it back to make them go up a little bit ok and then the lens doesn't really matter okay so all that matters is how many they are and where they are ok when you're happy with the distribution you go to the accept well that does is give you a new sub to that has the dimension on it so to replace or to populate our leaf geometry on the pebble mesh which you can do now remember have your insert match brush selected which is the brush we created earlier using the geometry where you created in Maya and imported into the brush you can go to brush again and then create nanomesh brush what that does is convert that instead of insert mash brushing to in our dimension when Animesh does is it can be populated on every individual fish at that so what you want to do now is hover your cursor on any of the places on the type of mesh holding down space and change that to all polygons as target now if you drag again it will populate the leaf and all of the pepper matches okay so that way you'll have the leads very quickly populated you can of course go to the nano mesh panel and then do some changes like this size of the mesh and then with and lens and variations so you can do all kinds of stuff like outside rotation okay so do anything you want to tweak I think I could just going to tweak the size variations so whistle inspiration to keep some variations and so they are not the same size alright and then we're not happy you'll see that there's still there's still nah no match you're not actual match so if you go turn off nanomesh they will just go away so if you convert those into actual geometry you want to go to geometry and then convert PBR to deal but that does is actually convert it into geometry now you can now go back to nanomesh and turn it off you see the geometry are still there now there is a little problem underneath the sub - you see now this upper mesh and the new mesh we created using not mesh there underneath the same sub to to the separate those two things you can hold it down ctrl shift and click on the leaf meshes and then go split split hidden that way you're splitting the rubber mesh from the newly populated leak match now if you don't need that type of match anymore you can just delete it now we have the leaf mesh and then you can go to the textures and we apply the texture we applied earlier no big deal okay now we have a tree that does have trunk sleep and everything which is in almost ready to go and the good thing about this workflow is that the geometry is very low you see I have like only 20,000 geometries which is pretty reasonable for a tree and you see now they also include this one which has 7,000 already so if I don't have this rock my geometry will only have like 10,000 triangles or points which is actually pretty light anyway so there is another problem where you're creating trade which is maybe it's really tricky on this kind of stuff but before I do that I also wanted to simplify this model even more because if you look at the chunks here you see now do you have all those connections but they are not really doing anything so you may want to get rid of those to do that to do that you can go to the geometry and then go to edge loops you can do the delete loops we do that what it does is it can actually do our delete the unnecessary loops to make it even simpler you can drag the angles lower that will actually try to delete life okay another thing you can do to give it similar results is you can go to the deformation again and then do the smooth to smooth the branches to make them more rounded okay after that if you think they are too small you can also inflate it a little bit so a lot of things you can do with the branches before I will move on to Eevee so now I see the total points are almost like half as much as before and if we subtract the drug which is the active points now is only 2000 which is pretty amazing poly convoys is far more efficient than a game engine can handle all right now what you want to do now is do the UVs okay before you actually go to the UV plug-in you can also give you more poly loop polygroups so let me go he is my selection too let's select the main trunk here this middle one so sure it is the middle one here see how to do so we had those and had add those up okay so allows it to be one polygroup so can't resolve it to do that now let's keep during new polygroup so maybe I can break this branch into lots of poly codes to how the reason I need to do that is because it's easier to do you is enough polygroups to break up via branches so I'm going to pull it look down okay that's going to be one group okay okay another polygroups of here oh maybe I can have the back colored more okay I don't really care about that much all right so maybe this one can also be one polygroup and then that one can be one polygroup too so just give them polygroups and to make it easier to figure out a better UV all right so I have enough polygroups now and then what I can do for the UV is using the easi plug-in again right above the tree there is a UV master you want to go work on clone that's a requirement if you don't do that you'll have size issues and then you want to use polygroup you don't want symmetry because it's asymmetrical and then unwrap okay when that is done you can go flatten and see how the UV looks like okay it's pretty decent actually I think portrayed it is as clear as you can get so let's unplug and copy and go back to the original one which is I think it's which one is it maybe that one yeah that's gone go back to the original model on pace TV okay that way you can go to the Uni map and then more of the UV and to see how the UV looks like LBJ now you have a tree trunk with proper UV rays leaf and proper UV and texture are there so this will flow it pretty decently in its manner and now let's move on to do some actual detail on the trunk because right now they're just lines you want some more detail actually so let me control these two subdivided a few times and then what I can do now is start actually scoping it to give it a real detail so this is just sculpting skill now so this is really nothing particularly different here I just need to give you some nice branches unless you know the lines and structures on it random strokes will be nice and give them like variation on volume and in some stocks to make them not as simple as before maybe some of the connections can be sharper Oh if you cannot change the materials because the pollak 10 is sound for some reason turn it off okay so maybe here I can have a beautiful Trejo you know all sorts of stuff you can do is the tree I would rather to have our reference so you know how the shape looks like and just purely rely on my imagination so it may look solid it kattiline but anyway I do like this workflow is because son it's on it's really easy to do doesn't take much time to figure out all those things and then it gives you easy texture also stuff you can do and you can also controlling the branches in exactly the way you want them to be so that's one of the plots and yeah so now I just give them some nice flowing texture Polana main chunk to you know make it look more like a tree instead of cylinders connected together okay now if I really want to have even smaller details which takes forever to sculpt me it seems like on another branches what you can do now is use some kind of a texture as a Deeks placement map so let's search for bark okay then maybe you want to find someone thoroughly clean though you don't want it to be destroyed and destroying the shapes too much let's see I'm not sure which one probably that one should give you a texture on it okay this one lets the displacement map let's go download it if you don't meet medium voice okay so this texture then can be used as it is taste map directly in the dash so let's go to the extra map and then create a new texture you have to have a texture to be able to use the displacement map underneath it so now let's go to displacement map and go to the little icon here and then import a the map which is which one is it this was a medium-sized open it now you also want to have the modem that will actually make it visible to you it does nothing yet that's because you don't have intensity at all so you want to give you some intensity let's try one if it's displacing the geometry dramatically so why it's probably not a good idea so let's change that to one one okay and maybe a point I think point one is good oh wait no not good so on 2005 maybe to give you some variations so the texture needs to be rotated because the direction is kind of wrong let's see maybe go to even up and then adjust and I cannot do that here flip it okay doesn't do much thing actually so let's go back to the displaced map let's just make it stronger maybe it is a different displacement map maybe ways more detail so let's try a point to just make it stronger here I can smooth it later you know what I don't really like the texture here let's go and change that to something else I always experiment with lids so that's not good something else lĂ­via not a directional one let me just say a bumpy one let that okay try that okay this feels a bit better so maybe a point one okay okay and then let's apply the displacement map okay and they will apply it on it will feel a little bit blurry but I think it's a it's quite nice now is out a little balconies on it so it doesn't feels like just a very bare 3d city model now okay so let's turn that off and then see just kind of your the quick quick thirty mode is off let's see which I usually forget that up to maybe that's one any yes here I want to turn the click City at it Allen again okay now it's mostly a little bit of parts or if you want to I think it's you know these he'll that strong will be actually good because I prepared an ammonite on it it's actually weaker in game engine but if you want to smooth it you can also go to deformation and then drag the ya know sounds a little bit to actually smooth the entire model okay and some little fixing on the scene which shouldn't be a such a big deal but you know some struck on it to fix it should be easy to do alright so now I have a tree bark that has a lot of detail on it even though they're not you know sculpted by myself but I think they're key Celina to work on okay now it's time to really bring it to the game engine okay now let's go down to the subdivision level one and remember that we have UV already so we can go do a bake the map so I go into the multi map exporter here and then check on the map and the map size you can choose for p or two keys it's two to skeino because you don't want it to be too much and then underneath the export options go to new map and then you want to have tangent adaptive and as normal normal okay and then create all that see a oh and stuff you can do that too you want it and button it just takes forever to do in ZBrush so I'm going to skip that but it's actually very easy to check that online and create all map that will create the Yale so now I have the normal map out set the truck now I have to do is export it so let's go on export before you export make sure you don't have any polygroup check down underneath export and then export otherwise the polygroup will be created in two separate geometries which is not good so g-body that's maxi body right and then you can go to the leaf and then export this one let's call it tree [Music] please now go back to Maya I don't need to see this one anymore let's go file import let's import the tree body Oh treat body to this one and then also import the tree leaf now I have everything here let me give the trunk a new material and call it a lumber material and then let's call it chunk material and then load the texture for it load the normal port which is both mass and then file tangent space normal and then the normal map will be this one okay it won't it will not show properly in Maya because the viewport to funnel is not good at it the least let's also give it a new material instead of using the ones ZBrush gave us so another another Lambert will be good and then go color your file and then load the leaf texture which is this one okay another thing is the tree is actually slipped so you want to let me clip them together and rotate it back 180 degrees to be good okay so now let's compare them together and then export this College let's not combine let's just give them separated because now that way you can manipulate them in in game engine so let's just call it tree select the tree and then let's go file send to unity okay all any open unity I just create a new project okay now I have unity opened so let's copy the project folders okay go back to Maya and then turn to the unity and then set unity project first okay and then file send to unity so that's the selection tree okay you want to have solution group there and then triangle it is okay this export selection and then if you go back to oh just making sure everything is good you want to also underneath the up and then it's the include and then there is something called embedded media check that out okay I already have that now so it should be okay now if you go back to unity unity will actually start exporting and importing that it will also ask you do you want to convert the normal map into another lab yes I want to do that it's fixed now okay now make sure you drag it there okay now you see the transparency there is all wrong you can go on select the material here and change that from change the render mode to fade that will make it go transparent okay and that's about the leaf the chunk I think the normal is all yeah it's already attached it's not really early another norm of is actually weaker you see why I think it would be better to actually have the normal really snowing in zbrush and that will give you a proper and you make it bigger the size is not actually good variously it's actually a really good for game engine because it's really light doesn't have much geometry but it does have a lot of detail already so yeah that's the trivial flow I want to show you using the tools we have you should be able to do this in the same thing in our engine bra but I think it's it's almost the same as this one so I don't think you need to I need to show that but there's a little problem here though if you look at the leaf they're casting shadows in a very let me give you in a very flat way the shadow from the leaf you can still feel they're flat okay so if you wanted to change that you can actually bake the normal or bend the number of individual vertex to make them giving you a smoother shading to do that you can go back to the line and grabbed a leaf you can create a new Saphir here and then click the Saffir and make it cover the leaf okay a modify freeze transformations center-pivot get a history grab disappear and then the leaf so before I do that let's go grab all the vertices holding down Shift + right mouse button you can go vertex normal and then toggle the vertex number you can see the Nova all go in their own direction okay but now if you select the disappear and then disappear and then the chilies and to mesh transfer attribute and then you transfer the vertex normal and nothing else just the vertex normal and then use the workspace and apply another normal going uniform directions one of the problem is the normal is going like inwards I can try to drag the severe that they are still connected up to chain up maybe I did a history teacher okay but anyway let's try to flip the normal out disappear and then bake apply the knife again that will make them go outwards okay now you see the normal of the verdicts are outgoing a more uniform direction so you'll get a much smoother shading so let's go up in geometry and give a history and delete disappear we don't need that anymore and then let's export the tree again replace the original ones go back to unity so now the normal map of the early for all we are the normal of the vertex are a bit so it looks better but in much detail way of doing that will be you actually try to go to individual small chunks like that one that one give them individual normals victim different a separately because what I've baked analogies are what I am transferring now is proper severe to those ones right so this still looks like a little bit too uniform here maybe you want that one to have one severe to bake another one and another portion so it can get details if you really wanted to give them better a normal direction but for now I think okay I'm trying to teach you now is the the technique okay so the trees here you can use it anywhere you want it will not have any performance it should because it's pretty light and it does help I think the only thing is amusing now is the texture which should be very easy to do we can bring it to a substance dinner and or anything else - or just really touch on it but anyway this is the workflow of creating trees I hope you enjoyed it alright see you guys next time
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Channel: UIW 3D Animation and Game Design
Views: 58,394
Rating: undefined out of 5
Keywords: Zbrush, Tree, ZTree, Maya, Unity
Id: cPu0pBuwP9Y
Channel Id: undefined
Length: 53min 31sec (3211 seconds)
Published: Sat Mar 11 2017
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