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We'll now proceed and create a super stylized tree with very simple geometry and
Just using some cubes and stuff
So first of all, I will move the cursor in place where I want to create a tree
So shift right click here to place the cursor there and now we'll press shift a and add a single vertex
So go to the mesh options single word and add single word
If you don't see this option here, remember you have to enable extra objects add-on
I've talked about this in the introduction episode so you can go check it out
If you don't see it here, and now let's add a single word
You might notice we are right now in the edit mode after adding a single vertex so that happened automatically for us
But before you start extruding that vertex remember you need to be in the vertex select mode
So let's switch to the vertex select mode here or press 1 and now we can go to the front view by pressing 1
Press E then Z and extrude a first part of the tree like this and now we can start extruding these branches
But I want to distribute them
kind of geometrically
In certain angles so we can help ourselves by rotating the orthographic view
So first of all, let's press 6 on an armpit
You will notice that this will rotate our view in one step, but it switched to the perspective
So right now we can press 5 on an armpit to switch to the orthographic
But angle will stay in place and now let's just press 6 two more times
so we are basically now looking from I think 30 degree angle and we can start extruding our branch and
We'll use the shortcut ctrl right click that we used on the bridge as well. So let's just click right here
so ctrl right click here and
Here as well now select this vertex with the left mouse button and extrude
One more time right here. So this will be our first branch and we can continue rotating
around our scene and we can press 6 1 2 3 times so we are looking from the side here and
3 more so
Something like this and we can go to the local view so the rest of the scene doesn't get in the way
So let's press slash on an armpit to isolate this
And you can see this is the vertex from which we extruded the first branch
So let's select that one and I want to extrude it up a little bit. So let's press E
Then Z and extrude it tiny bit and now we can ctrl right click here and extrude a similar shape like before
and we can now exit local view by pressing slash again and
Press 3 on an armpit. So we look from the side. We want one other branch right here
So let's select this vertex there. We can zoom in a little bit. Press E Z
Extruded like this and now we can extrude a similar shape
like before and
Now one more here
And we can now give it some volume and I like to use skin modifier for that
So let's add a new modifier and let's add skin modifier. This doesn't look like much right now, but we can fix that right away
So let's tab in
Press A to select all and we can scale the radius of these vertices that the skin modifier takes into account by ctrl A
It's a little bit unintuitive
Shortcut, but you just need to get used to it and let's press ctrl A and scale this down
Like that, okay
and right now I want to select the bottom vertex and press ctrl A and scale it up like this and
Since I want to use a subdivision modifier later and the bottom would be rounded
Let me look from the front and I want to extrude it down. So let's enable x-ray press E Z and extrude it down
Into the ground like this
So we have some base there
Okay toggle the x-ray back and now we can check our model for some issues because if you use skin modifier
Sometimes you can have weird angles that would create holes and stuff like that
So you would need to fix that and let's enable wireframe view
So we better see the vertices and I think here we might have that problem. So let's move this down and you will see how
this gets
Reorganized sometimes all you need to do is to just move
Some of these vertices more apart
So the new geometry is created there and we can see we have some hole here
So we can push this up a tiny bit
this down
Maybe move the angle so
Sometimes only thing you can do here is to just try to fix these issues by moving the geometry around basically
Okay, I think this would work maybe we can move this down a little bit so it has a more breathing space there
And it really depends on the radius as well
So you need to kind of balance those two things out
and now if we tap out we can press ctrl 2 to enable that subdivision modifier with two levels of subdivision and
Here you can see those issues much better
And one thing you can do is make the radius on these joints a little bit smaller
So let's enable x-ray going to the edit mode. We can still edit these vertices alone and let's scale these down
And remember we are we are doing this with ctrl a and you can see how some of these issues get fixed right away
You
Okay, I think this works so let's talk about the x-ray again no issues there no holes nothing like that
So this is not strictly geometrical, but there is a little bit of that
Geometric layout there with the angles of these branches
So I really like how this looks and right now we can just enable smooth shading here on the skin modifier
You can just click and enable shade smooth. You need to do this in the skin modifier and
This is our base for the tree and right now we can continue with the crown and they'll be really easy to do
We'll just use some cubes with bevels
So let's shift right click here press shift a and add the cube there and we can press s and scale it down and
Apply the scale so we don't have any issues later
So press ctrl a and apply scale
Right now we can go to the modifiers tab and add a bevel modifier and I want to do three segments again with 0.1
that's okay and
Basically, we're done with it
We just need to enable harden normals go into the object data properties enable that auto smooth and enable smooth shading
so this will serve as
Our cube for the tree and now we can rotate this into place. So let's just press R and
Match the angle with the branch with multiple sides
And now the only thing left to do is to duplicate this cube all over the tree
To create that nice stylized look and we can start with these endpoints and see where that gets us
so
Right now shift right click here
Press alt D hold shift s and selection to cursor that will snap it there and we can press R twice to enable trackball
rotation, so it's a little bit easier to position this and
I will do the same here. So alt D shift s selection to cursor R twice and rotate
You
Sometimes when there are two close together
You can scale it up like this doesn't really matter too much and we can place one here as well
You
Okay, this looks fine so far maybe we can play with the scale a little bit here and there and now what I want to
Do is to finish up with just three floating cubes
So it doesn't really matter that they don't have branches
It will just round up the composition a little bit better so we can see here is the empty space so we can move some cube
There so remember we are duplicating with alt D. So we are creating link duplicates
So these are all linked together
They will share the geometry that will share the materials and now I want to do one more here
And
You know, this is not an exact thing to do
Sometimes you just need to go by the gut by the feeling
What feels good?
What looks great composition wise so
It really is up to you how you place these
You
And maybe one more down here
You
Okay, I think this looks quite alright I really like this
So one last thing to do is just to drag selection around those
Be careful that you don't hit any other objects and shift click the branches here
Don't fall P and parent so you can move the entire tree at once and not only that
It's really easy to select it
If you have the branches selected you can press shift right bracket on the keyboard and that will select all the children
Objects of the tree as well. But first, let's click this and name this tree
And now shift right bracket and I want to have another one here in the scene
So all D so remember this will be linked to and now press Y and move it here in the place
Let's press G and shift Z to better position this somewhere here and now we can play with the scale
I think I want this one a little bit larger and this one as well
so just compare your scene to mine here and try to match these proportions these scales and
Maybe move this a little bit to the side
Okay, so these are the trees and one last thing I think these bells are a little bit too much
so let's select one of these and
Let's modify the amount you can just click and drag here. And remember you can hold shift for some
Fine-tuned adjustment. So I want to make this smaller like this maybe 0.07 or something, but you can see
if you modify
the modifier values
It doesn't get updated on the link duplicates
Even though if you go into the edit mode, you can see these are all linked but the modifier isn't
So there are two things to fix this either you can do this on the one of those and then just select the rest
like this
with shift and
Ctrl drag here to the select the branches
We don't need those and with this one as an active object
You can see that yellow outline you can press ctrl L and link modifiers that will update them all or
There's another option
Let me go back
Okay like this. So another option would be select them right out like this
Ctrl deselect that and with this one active you can modify the amount
But first you hold alt and then try to modify this and you will see
When you hold alt you are modifying all of those at once
So that's pretty neat trick when you sometimes need to modify
multiple modifiers
Remember if you have more objects selected you can adjust
The values by holding alt and that applies to the checkboxes as well. So
Yeah, just a quick tip for the road and these are the trees for you right here and we can move on to the next part
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