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- [Zach] In this video,
let's have a quick look
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at the general asset creation workflow
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and what to take care of.
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First of all, when we have our
asset library connected here,
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we find the cube bottom and cube center.
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If I drag these two into the scene here,
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they both look kind of identical.
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There's only one difference.
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On the cube center, we have
the origin at the center
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and here we have the origin at the bottom.
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And these are basically the two setups
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which we will use most often
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because depending on where the origin is,
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we can scale and rotate
the object differently.
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For example, if I scale it here
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you can see it will go down to the origin.
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Same with the rotation.
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And most of the objects,
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which will stand on the ground later on,
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will use the origin at the bottom.
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Because if I now press alt
G, to recenter the position,
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it will stand on the ground.
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The red line here automatically.
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If I select the cube center,
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press alt G, it will be
somewhere here in the middle.
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Which is not really what
we want in most cases.
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And this also is important later one
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for animating the objects,
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because we will create
this pop-up animation,
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where the objects basically
pop up from non-existing
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to be scaled up to its original size.
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And if we have the origin
here at the bottom,
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it looks like if these objects
are growing out of the ground
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and if the origin is at the center,
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it looks as if they are just popping up
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from somewhere in the air, for example.
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So let's imagine we want
to create a simple tree.
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Let's remove this one here.
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First thing we do when adding something,
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let's press F2 and call it tree.
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So we, re-name our objects.
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And most of the time
we also put the objects
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into collections, so let's
create a new collection
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and call it props for example.
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Then put the tree inside.
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Then the next step is
usually changing the color.
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Here we have our cubic world shader,
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which we have discussed before.
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And here let's simply
give it a brownish color.
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Something like this.
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And then it's about scaling
and changing the cube.
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Because in general, we will
only work with cube-like shapes,
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which we like stretch around,
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move around and change the proportions.
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But we will basically
never add a cut in between
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or anything like that.
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So for example, let's scale it down a bit,
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then scale it up, to have the trunk.
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Then let's duplicate this.
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Press S,
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scale it down, make it maybe smaller
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and put it somewhere here on the side.
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And if we change this to the
local transform orientation,
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I can simply press S for
scaling, Z along the Z axis
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and then it will use the local axis.
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So let's keep it very simple here.
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Let's for example place
another branch over here,
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from the top fuel let's press
R to rotate this a bit around,
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so it looks not too straight.
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And then let's maybe
shift + D duplicate this.
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Press S.
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Scale it down along the Z axis
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and then press S and shift Z,
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to scale it along X and
Y and exclude the Z axis.
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Something like this.
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And then let's add the
cube center here, alt G.
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Move it to the top here.
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Change the color into something greenish.
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Maybe let's lower the strength
of the bottom gradient,
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press F2 and call it tree
Leafs, something like this.
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Then shift + D, place it somewhere here
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and shift + D, place it
somewhere on the other,
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brunch here.
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Maybe let's move this up a
bit or change the rotation.
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Maybe let's scale this down a bit
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and maybe let's move these
two, down a little bit.
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So, now we have this basic tree.
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However we are not done yet.
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Because if I had just
want to pick this tree
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and move it around, I
have to select everything,
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move it around and especially
if I now would duplicate this,
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we would have a lot of objects.
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So what I usually do, is
joining these objects.
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So I select all of the objects.
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And as last one, usually
one object in the center
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or which is here on the ground.
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And then I press control J
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to join these all together to one object.
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And let's undo this one more time.
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There's one thing which happens
when we are joining objects.
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And this is that we are
losing the bottom gradient,
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on each individual cube.
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Because the bottom
gradient will be generated
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on the entire object.
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So here now you can see,
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we have this button gradient,
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maybe let's increase the intensity.
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And now if I join all these
together, it will disappear
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and now, from down here
it will be stretched
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across the entire object.
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This is something to keep in mind.
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And the other thing, that
you have to keep in mind
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which is very important,
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is that we are altering the
scale because most of the time,
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we are changing something
here, in the object more.
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That means we are like scaling something,
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along a certain axis
and so on and so forth.
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And then you can see the
scale value is changing.
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Imagine it like this.
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When you add a new object to your scene,
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this blender remembers
as their default scale,
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which is one, one, one.
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However, if I know it
changed anything here,
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like stretching this along
the Z-axis we are altering
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the scale value here.
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And although this seems to
be not really a problem,
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this can cause a lot of problems later on.
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One example, which is not really important
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for this cubic world scene
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because we will never
really use a modifier.
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However, if I would add
this bevel modifier here,
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you can see, that although the amount
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and the thickness of this bevel,
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is set to maybe 0.1 meter,
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here on the side, it is correct.
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However, along the Z-axis,
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it is scaled by the factor of four.
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And whenever we change
the scale of an object,
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in object mode, we have to apply this.
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That means we tell blender okay.
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This stretched version of the object,
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is now the new default
scale of the object.
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And it's very easy.
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Select the object,
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press control A and click on apply scale.
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Then you can see, it will
be reset to one, one, one
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and the bevel in this case,
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will also be displayed correctly.
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And this does not only have
an effect on modifiers,
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but also on tools in edit mode or later on
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when we are using our
specific animation workflow.
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This can cause troubles.
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So really get used to, hitting control + A
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and applying the scale.
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So this, now we also
need to do for the tree.
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You can see the scale
is not one, one, one.
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So let's hit control
A and apply the scale.
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And now was the origin down here.
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The tree will always stay on the ground.
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For example, if I hit shift + D,
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right-click, press G to move it around
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and then shift Z to exclude the Z-axis.
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I can move it here on the ground.
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And now, since we merged all
these objects into one object,
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we can still access these in edit mode.
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That means in edit mode,
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if I press L over one of these elements,
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they are still separate mesh elements
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but they are all merged in one object.
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That means basically one container.
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That means as long as we
are keeping the shapes here,
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we can also press shift A
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and add another cube
directly inside edit mode
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to add a new cubic shape here
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or we just grab something
which we have already.
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with L and then shift + D,
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duplicate it and place it somewhere here.
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One little note here,
when you add something new
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like a fresh cube.
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Maybe place it somewhere down here.
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This will miss the specific UV map,
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which we need for our cubic world shader.
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If you haven't watched the
bonus video, where we created
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the cubic world shader,
what you always need to do
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when you add new elements,
select everything,
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press U and click on reset
in the UV mapping menu.
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Then the UV map will be reset.
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And then we have the nice
gradient here on the new elements.
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In edit modes, we can of
course shape our cubes,
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if we like for example, taper this a bit.
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Something like this,
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but more than that, we won't do.
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So we don't add in new
loop cuts for example,
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because then, if I would
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reset that UV map, we
would have the gradient.
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If I make it stronger,
here across the trunk.
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Which looks not so nice in my opinion.
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So we will really just
work with this cubic shapes
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and scare them around.
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And the last thing we can do here,
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let's randomize the colors a bit.
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So let's set random two one,
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copy of the base color, paste it here.
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And maybe altering it a bit.
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Same for the Leafs,
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random set one
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and change the green tone a bit.
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And then each time you
are duplicating a tree,
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it looks a bit different.
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Yeah, and what you may be also noticed,
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when you're joining different objects
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with different materials,
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they then will be just listed over here.
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So this one object now has two materials,
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but we can add even more.
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If I go to edit mode, for example
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click on the plus and let's
create a new material.
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Let's tape base color zero, zero, two,
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and duplicate this.
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00:08:50,410 --> 00:08:51,890
So we have a new material.
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Maybe let's make it, a
different darker brown tone,
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something like this.
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Then I simply can select one element here.
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And with the materials
selected up here, hit assign.
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Then you can see, and now
has this dark Brown color.
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And I could even go in here.
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And for example, select this,
select this new color here
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and hit assign to assign
this to this element
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which was assigned to a
different material before.
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00:09:16,380 --> 00:09:18,080
Yeah and these are the
most important things
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you need to know, in
order to create assets
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00:09:20,340 --> 00:09:22,370
and to fix some issues.
18076
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