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