And welcome back to Chapter six, election of a 29, so we ended up with these three maple trees and
what are we going to do is we going to merge all the parts together, going to do some texture mapping
on the route, and then we switch to the birch tree.
We need to model the branch for that one as well.
So let's get started to speed up how this works.
This is a park system, so it works with these nodes.
But in the end, it's still a particle system.
So we need to convert it.
We need to put all the things together and trying to make one object out of it and putting the origin
at the bottom.
So I'd like to start with the root that is a curve.
So we start with object convert to oh, we need to select it, object, convert to mesh.
So now it's a mesh object.
This works slightly different.
First we convert it so we can say we need to select it, we delete it and now we need to select all
these objects.
We dislike the root.
We have to object and relations make single user object and data and now you can join all the objects
together.
It's very important you do it this way.
If you do not make these single objects, your your tree will explode with all kinds of leaves.
So that is very important.
So looking at the root.
So let's take a look.
Doing a material preview.
Well, there is not really a mapping on it.
So let's take a look how this looks like in the movie.
Ed, so we have this, what, a little dark brown bog.
It's really a nice texture.
It's a cylindrical one.
But for this kind of tree, it's not really working.
So I like to select all of these.
So it has some basic mapping, but in the end, it doesn't really work out.
So we can try all the kinds of mapping and rapid Mojave project.
I mean, it all won't work.
So it is a way of making seems, but that's quite a lot of work.
So I do not prefer this.
Well, maybe you think it's a cylindrical shape, so we do that.
So you get this.
I can tell you that's not great at all.
So what I prefer and it sounds like we're adding a cube projection.
And I discovered that it looks pretty good.
So these are low poly trees for in the distance and we cannot really get close to the tree.
So if I scale this and so turn-off proportional editing, putting it right there.
So from a distance we have some weird artifacts.
But in the end, if you put it right there, it's really works and we have a slightly smaller texture
on it.
So now we need to merge the trunk with the root and we're going to select all the objects, putting
the origin on bottom, putting it right there.
And look that we have a nice looking maple tree.
All right, so you can do this with all of these trees, so first of all, you make Masche from them,
from the Curth, so they go to third convert, where are you, MASH?
And then you make you convert this in the modified tap and you go to object.
Where is the relations make Single-Use object and data so you can do this for both of these two trees
and then we return.
So that's a task for you, what you can do.
All right.
We'll pass the video and we'll see you in a second.
All right, so I converted all the trunks, I converted the particle system, we joined all the objects,
and now we have three maple trees.
So we start with the naming.
So this is a large well, let's call this maple tree one
zero one, maple tree zero two.
And the third one.
Perfect, we're going to move them to that's rotational rotation at scale before we forget, as we move
this to the trees maple tree and we also check if these are the only ones.
All right.
That's perfect.
So we now have pine trees, fir trees, fir trees, maple trees.
So we start now with the next one.
Yeah, that's close.
All of these.
All right, that makes sense, though, for the for the three new gadgetry
that we go and the TWIC you
twigs and the branches.
Branch.
Great.
So we created the collection and let's see, we have these want to focus on the TWIC so we can enable
these two and we now need to import a background image on the tree.
So we direct this to Blinda putting this.
Right there, let's kill this, so there we have it.
So you know how this works.
We start with the plane.
We align this.
Let's make this a little smaller.
That works better.
So, yeah.
In added mode, he rotators why framework's the best.
They work all around to the top.
He duplicated you create that one and then this piece.
All right.
So it will be back.
Do a quick review and then we shape it.
All right.
Good luck.
We'll pass it.
All right, so I'll align the plane so we can see that the TWIC, so we're going to make these single
objects selection.
We go, oh, before we do that, before we do anything, we're going to select all the objects and we're
going to map the project from you, the texture.
And we want to scale to bounce right by this.
And we're going to add a new material.
Hey, image texture, eye open and as a maple leaf, maple leaf, a twig, and we need that one shading
and I wonder roughness.
Not the color.
Point one, and we can build the tree, so we'll pass the video and you can add to make sure this translucent
and transparent.
All right, that's it.
So we're now going to default it, so we started with the.
With torn up, we need to map this fast, but we have to do this, so let's go to the Maple Leaf and
there there it is, just a quick check.
Everything is aligned.
This one.
Should it touch the root?
That one.
Great.
All right, now we can rotate is pretty good right there.
We remove the background within that one right here, selection and this tea twic, the tea twigg right
there.
All right.
So we can now make them look curvy.
That's also something you can do.
It's a beard, birch.
Birch twig of this name is all right.
And this can be really curved, so don't make it too flat.
That's important.
All right.
Well, Positon positons you in a second.
Good.
So they're all Kolff now, and I banned them a little bit so we can now work creating the branch first.
Like to name this.
So this is TWIC one,
uh, no.
Zero two.
And the final one, it doesn't matter which one you call them or one, aren't you two are Twigg talking
and naming is not my best skill.
All right.
So these are in the branches.
They should be in the twigs.
All right.
So we have a backup and now we can duplicate has moved them to the branches, each branch and then we
can hide.
This is very important to keep backup.
Otherwise you will lose your work.
Sometimes it's like a dummy.
You always want something to get back on.
So I like to start with this one and I can see my curve could be a bit better.
Something like this, so it's banning.
Well, all right, so how this works is I'm going to make one version because we can only append one
TWIC.
I'm not going to spend a lot of time on making it looks very in-depth.
So let's do something like this.
And this is sort of the splitter.
I'd like to add this one on there, maybe scale this to adding some depth that would really good.
Now we need to align these, all right, it looks very different from the top, all right.
That way we don't want to see that.
All right, we're bringing this inside.
Yes, it's all batting a little.
So let's change that to the other side.
And my screen callers has stopped working.
And I think it's curious how this looks like too quick render that there is no material.
Oh, material.
And let's do Orinda.
All right, looks like this, it's not bad at all, that's not bad, but I prefer to have one more in
this area.
And maybe flip this to the right and like this, and we had one over here.
All right, let's run this.
All right, we can get away with this, so I have to add texture types.
Let's go to the Qadi.
Right there.
And you can also pick a different one, this one, so that's has a little bit color, feel free to switch
between them, made some variations and that's more shading.
All right.
So let's keep this one, which you can always, always turn back.
I think this is good so we can combine all these pieces control.
OK, now we need to align this with the origin point turn-off, proportionally, anything.
We are in shading so there is no origin and this will work.
Great, good.
Let's put this in their branch, and it's Bertsch.
I don't know how to pronounce this correctly, but this is a branch.
Sort of one great purrfect, so now we can just hide this.
Just remember the name by the collection Maple Tree, Birch Tree and will this turn these off and don't
have reference?
I just want to open entry and we go for a new one called This Tree.
Good, solid view.
And we have to add these notes again.
So you start with a trunk and with a branching out, you combine these two.
And we also do treat parameters that should be all right, so start creating it.
There is our tree.
So it's now a joke.
A bird street is like the leaves are more on top.
I want to update this.
More on top like this, and I like to remove his probability and they are hanging most of the time,
so gravity should be something like this.
This is a tree how I want to be and we should I have a flat, like, it's really thin as well.
You can scale the length, maybe make us a bit larger.
But overall, I think this is a nice route to start, which we can lower the amount.
Let's go for a 17
and really update.
Right.
Let's go for 20.
That weird, but we can keep changing it.
I think this is a nice starting point.
So what we now need to do is click on create leaves and we now need to find this one.
Look at that.
It's got Genndy.
Let's start with 200.
I mean, these are really big.
That's the problem.
So let's.
Go there and nail this one.
Come on.
There it is when you make this small.
On that, let's move this of here and focus on the tree, and maybe it's even smaller, like, OK,
so same as the other one, you want to increase this one a little bit?
And ta ta ta ta ta ta.
Yeah, I'm seeing this negative, I feels like it's more spreadin.
And.
You can just turn these as well, but gentle, you have some weird stuff on the top right there, but
I'm curious how this looks like.
So let's go for Arenda.
And I have to say, this looks very well, very well for obituary, so we select a trunk, just going
to have the same background on it.
So long you have something white on the bottom, it will look nice so it can increase leaf amount.
Let's give to 50 to make it more dense.
From the top, it's very important you put and this skyscraper has some issues where you go to the top
looks like this, but I think we have a very nice starting point.
So this is the end of this lecture.
In the next one, we continue with this.
We make some variations.
We make them separate trees and we can focus on some small bushes as well.
So, yeah, this chapter is almost finished.
So I think well, I know exactly how much, but just a couple of one more.
So keep the focus and let's do this together.
All right.
See you the next one.
Bye bye.