 Hey there beautiful people in this video tutorial what we're going to look at is making a game-ready tree So we're going to go about making the tree that you can see on screen and It's going to be game ready So we're going to make sure that it's low poly enough to go into a game engine So we're going to look at the modeling process. We're going to take a really good look at the texturing process We're going to make sure that everything's properly UV mapped and by the time we're done We'll hopefully have something that looks really cool If you are one of my fabulous page and supporters then the textures that I make in this video I will make available to you so that if you just want to put the tree together yourself quickly You can do that if however, you aren't one of my patron Followers you absolutely can be the link will be on screen or in the video description and You know check it out But if not you can get the textures from texture calm unedited and you'll just have to do a bit of work So we're going to go through that first step now So for me, I always start my trees with the branches And so you can see here in this folder. I've already been out to the Internet and I've got myself some beautiful Pine branches and I've got pine bark texture So what I do first is get these four pine branches onto one texture map So we'll go into Photoshop for that. We're going to go file new and we're going to call this Branches diffuse Now I had caps lock on Mog Branches underscore diffuse. That's better. Okay. Now the size will do this as a 2k texture. That's 2048 by 2048 Wicked And everything's good. So we'll click okay on that Okay, the first thing I'm going to do just because I like knowing that I'm getting my full screen real estate It's press control and zero just to make sure that that's full full size And now I'm going to go to file open And we're going to open those other four images So let's get those all open. They'll all open across the top. I'm just going to copy them over One at a time on to the kind of master image So we'll start with this one. So I'm going to press control a and control C So I select it all and then I copied it and then we're going to go How do I get back across there? Where's my main? What's going on here? There it is branches diffuse right, so I'll paste this one onto here lovely and we're just going to position it Somewhere off the side. I want to try and make as good use of the texture space As I can so I'm going to resize that a little bit Okay, so that's the first one on there Okay, now we need another one. So we'll get this one Control a control C Back to my main diffuse and I'm going to do control V to paste that'll put it on a new layer for me Which is handy so that I can Resize things and move things around independently at this stage Okay, so this one Kind of looks like It wants to go up in the top corner, I think Okay, let's Resize that so I'm just trying to make sure I'm getting the most out of this space that I've got Okay, so I'm done with that one I've forgotten here. I haven't got this one yet. So control a control C Back into my main image Paste that in. Where's this one going to go? Where's this cheeky little one going to go up here? I reckon control T to resize and we'll get it fairly close something like that Okay, so I'm now done with that one And this is my final one control a control C Get this one into here control V to paste and this one. I think what I'm going to do is Rotate this one around so I press control and T again to turn on the free transform tool And I'll put that one there So I can see straight away that I'm not really getting the Best use of space out of this. So I'm going to do a little bit of moving around So let's just move that one down to the bottom Okay, so I think we can do a little bit better with this one So what happens if I rotate this around? Maybe okay. Yeah, I think I know what I'm going to do now So I'm going to have this one. I'm going to rotate this one around as well Don't know if I needed to rotate them around But it feels good to do it. So This one can be a little bit smaller Because it's going to be a smaller branch and this one This one we're going to Flip around this way and we'll move it over here like that. It's not bad I can still do a little bit better somewhere. I know I can Okay, so we're going to move this one up here sort of into the middle And I know that that now means that I can get a little bit more out of this one better Yeah, that's not bad So I'm fairly happy with that. I probably could pack this a little bit tighter but it's a 2k texture and I'll get away with it and I don't want to spend all day doing this because it's not a very interesting part of the video is it so We've got all those Images ready to go so that can now be imported as one texture map when we get to the Maya part But it's still a little bit of setting up that we need to do to make this work as a tree branch texture So what I'm going to do first of all is just flatten this image. So I've selected all layers at once I'm going to right-click and do merge layers So they're now all be beautifully merged together and then what I'm going to do is create a new layer so this one is going to be my alpha and If you've never used alpha layers before what they essentially are are black and white images that tell 3d applications such as Maya or Unreal Engine Which parts of an image you can see and which parts of an image you want to be see through So for something like a tree branch, it's really useful But we need to set that up first. So on my layer 4, which is the one with all my branches on I'm going to what do I want to do? Instead of the magic one tool, I'm going to use quick selection on what I'm doing is I'm just Trying to select everything as you can see but hopefully when I let go It's just pinged to the branches because there's Nothing else on those layers So that's really good. And then I'm going to go to my alpha layer So you can see I've still got that selection my marquee. Is it called a marquee? The wiggly line is still there Right, so the bit that I want to be seen needs to be white You can see that my two colors here that I have are black and white So I'm going to use a keyboard shortcut to fill this with the color. I want so it's alt and delete To fill that part of the image with white And everything that I don't want to be shown through I want to be black So to do that, I'm going to go to select and in this So now everything apart from the space with the branches in is selected And I press control and delete and that'll fill with the background color And you can see now I've got quite a handsome looking after like a press control and d2d select This is the very pretty image that it leaves me with Which is spot on that's exactly what I wanted it to look like So this is no good here though. It's just in the way and it won't actually function as an alpha channel To make it be an alpha channel. We need to go to Channels, which is just next to layers. You can see we've got RGB which is showing all three of your color channels at once and We need an alpha channel, but it's not there So here if you're on layers, this would be create new layer But in channels it creates a new channel and because there isn't an alpha channel That's what it will create a new alpha channel So we're going to go to Alpha layer We're going to press control a and control c to select everything on that layer Back into channels make sure you run the alpha layer and then control and v to paste That now is given as an alpha channel. That is going to be so amazing Later when we need to use it Okay, so that bit's done. So you can see because we've been working on the alpha channel That's the bit that's visible But we don't want that to be visible we want the RGB to be visible again So I'm going to turn that on Whenever you preview in your alpha the bits that are Going to be see if you show up red just in case you're wondering why that was red So I'm just going to kill that because I don't need to be able to see it now. So that's the alpha set up That's ace So the last thing I really need to do I can bin this alpha layer now. It's done its job. I Want to make sure that I have a color around the edge Because I want to make sure that if the alpha channel if there's a bit of bleeding going on around the edge That it's still showing the right color So we need to set that up now. So I'm going to create a new layer and this is going to go behind The layer with the branches on and we need to get some color on here. So I'm just going to lay down a Kind of green color, so I'm just going to sample Kind of a middle of the road green. I think that appears in most of the branches And I'm going to press ctrl and d just to turn that selection off and alt and delete to fill And that's That's fine. That's good enough What I will also do though because I just want to make sure that the colors match as much as possible Because I'm going to duplicate this layer a couple of times like that just by dragging it onto the new layer Icon and then I'm going to put a bit of a blur on these and that will just spill these colors out a little bit Over the edge around the edge. So it should be the matching color that we get which is what we want So I'm going to go to filter Down to blur and I'll be using Gaussian blur because it's my favorite type of blur If you haven't got a favorite type of blur you should get one Okay, and we just want to make sure that we're not blurring it too much Hopefully you can see in the background that it's just causing these Edges to be a little bit if I just flick that on and off you see it's just blending a little bit better with the background Which is the effect I'm going for so I'll do it on that layer And I'm just going to repeat it on this layer just to make the effect a little bit stronger So we're going to do that blur again Gaussian blur Okay, let's see what effect this is having so you can see it is adding when I flip it on and off It's adding to the blurred effect that we get him Which is what we want. I might blur this one out a little bit further Maybe not maybe don't like that. Yeah, that looks okay so I click on okay on that and I think that will do for me. I'm happy with that so We're now going to save this out as a texture and then we'll move into Maya to start building the tree So let's get this saved now. We need to save this out properly. Otherwise, it will be no use to us so file save as So the first thing I'm going to do is save like a master version of the texture So if there's anything wrong with it, I can come back into Photoshop the one that's got all the layers and I can make adjustments. So I'm going to call this one branches master and That's going to stay as a Photoshop file. So I'll click on save And that's that one done and then I want a compressed version which is flattened. So only has one layer But also has an alpha channel So we can use that one in Maya. So I'm going to go to file save as This one's going to be a target Target is my favorite image format again. You should have a favorite image format. We're going to call this one branches diffuse Okay, now this is important when you're working with a target file and you need the alpha channel to come through Make sure alpha channels is selected So save that what you also need to do Is this target options box will come up and you've got a choice. How many bits per pixel do you want and If you want the alpha channel, you need to choose 32 24 bits Is RGB is eight times three so eight bits per color And then 32 is another eight bits, which is another color, which is your alpha channel So we need to have that one selected as well and we'll click on Okay, so that is the branches set up What we need to do now is get into Maya and start building the branches in 3d Okay, so here we are in Maya The first thing we're going to do is put down a copy of those branches. We've just made so we can trace them with new shapes so the way we'll do that is with a Polygon plane Here it is and I'm just going to scale this up Now the scale that we're working at at the moment doesn't really matter But by default The units that you work with in Maya are centimeters So if something is 10 it's 10 centimeters So i'm going to be making a tree that's about seven meters high So i'm going to be choosing 700 for the height when we get there So it won't matter yet because we can scale these leaves up, but that's the kind of scale we'll be working with so we need to know that Right, so here is our New plane so i'm going to go to my channel box and i'm just going to give this a name. I'm just going to call it reference and Not that it really matters, but I don't want any subdivisions on it So i'm just going to change both of those to one under inputs Uh, and i'm happy with that right. We need to get that image on there. So let's right click Assign new material We'll put a Lambert on it There is Lambert 2 and then for the color I'm going to choose a file and Pantry textures we're going to use branches diffuse And you can see because we put that alpha channel on Um, the branches are nice and see through so they're going to look ace when we use them later Okay, so let's click on open Right What you need to remember is that if your textures don't show up it's because you haven't turned Um texturing on so the way you do that is with this little Um icon here And that will show them or if you're a keyboard show up at user as I am you can just press six on your keyboard And that'll make them show up So this is our reference for the branches that we're going to create Now that that's set up we can get on to making four different branches Okay, so we're going to go for the first branch. I think i'm going to go for this bottom corner here So what i'm going to do is create a new polygon plane Again, this is going to need to be sized up Let's move this just to be in roughly the right place Okay into my channel box i'm going to name this ranch one And i'm going to get rid of the subdivisions again Because I want to put these in manually to make sure that i've got as few as possible with this being a game ready tree We need to make sure that we're not throwing any polygons away So that's what we need to do Right, so what i'm going to do to make this easier on myself is go into the top view You just zoom out a little bit press six so I can see my materials I'm going to turn the grid off as well because it's in my way And i'm going to put in some subdivisions manually Yeah, what i'm going to do before this becomes a pain is i'm going to put this onto a layer So i've selected my background Layers create layer from selected. I'm going to call this reference This is my reference layer In fact, i'm going to call it l underscore reference Because if you've already got something called reference and you're seeing it won't let you call the layer reference Anyways, we'll click on save and we're going to change that v to our Not that v it's p No That's the third one. Oh, if only I knew what I was doing So we're going to change that to an r which means we can see it but we can't select it So that'll stop it becoming being a pain Right, let's get this sorted then so i'm going to go into vertex mode I'm going to move these vertices up to the top I'm going to move these vertices down to the bottom and I need to now Make some decisions on where I need to put extra edges To trace the outline of this branch without using more than I need to So we're going to use the mesh tools in fact, let's use it from here. So this is the multi-cut tool And the way to get an edge loop so you can see it will just let you kind of cut through a shape which is nice But if you hold control Then it wants to put nice straight edge loops in which is what we want So the first thing we're going to do is put an edge loop straight down the middle Or as straight down the middle as we can get it Because we want to be able to do that with the the branches to make them look like the draping So each one of these branches will have a line down the middle. That's really important And now I need to look at where I have to put in Additional edge loops. So I'm just going to try and put one about here Where I think is about the kind of the furthest that the branch kicks out And I'm going to try and get away with just using this many vertices to trace it If I need to put some more in a minute, that's what I'll do But we'll do a little bit of Vertex movement now To try and get the shape of this tree So We're going to Put that one there at the base This one needs to kind of kick out here and this one About there. So I'm just trying to be careful not to cut any of the The branches off That one's going to go about there. That's the furthest it kicks out I'm going to bring this one in As much as I can get away with Which is quite a lot About there I think So you can see I've got as close as I can without cutting anything off or using too many vertices Okay, this one here we can see the point that this kicks out furthest is just here. So I'll drop that one there We'll use this one here. I think we've already done this one. Yeah, that's as Good as that one is getting I think and we'll just bring this one in as well to create a bit of a point Okay, so we need to get these edges as close as we can because these are going to be the transparent areas and the way that game engines work is that The more of these transparent layers you have on top of each other The higher the shader complexity of a given level gets And so if you have too many of these kind of that you're looking through it slows it down So we don't want to have too much overlapping Too much overlapping transparent space So that's why we're tracing this out because you you could argue that we could have done this with one face Or two if we just wanted to make it go like that where we've used four But this this is the better way to do it. So, um, there is our first Branch and I'm happy with that. Okay. Let's do another one. We'll do this one here What I'm going to do for this one actually is I'm going to duplicate This one because It's actually not a bad starting point and we'll just scale it down a little bit Modify center pivot There we go. Right. So let's do this one next Right put it into vertex mode Why is this one called branch one? Which one do they just move branch to what else? Okay, so vertex mode Let's Try and get this shape so that we're happy with it. So I'm just going to go about there. I want this one pretty much at the base That one's going to go Just about there. This one I think can come in a bit further Or you sure can This one obviously needs to come down This one is going to go to about there Oh, that's not bad at all Yeah, so There you can see we've now got two branches done Right at this stage, I'm not going to bore you with repeating the process Another two times. I'll leave you to do that yourself and we'll skip through me doing it. I'm mine I might do the fast forwarding thing. I do like a bit of editing Anyway, so we'll reconvene when we've got all these branches done and we'll move on to the next step Okay, welcome back So you should be able to see from my screen that I've got the Outline of the four branches that I want to use And what we need to do now is texture each of these and make sure that the UV maps are done properly So we'll start with this bad boy over here And we're going to just assign an existing material Lumber two What I'm going to do though. I'm just going to go into the Hyper shader. I'm going to rename this Let's go m underscore Branches one thing I will tell you as I'm doing this you should rename yours Whenever you tap something in this box if you don't press enter when you're done It crashes in Maya 2016. Hopefully in 2017 they fixed that cut. I hope so But just be aware because it's so destroying when Maya loses all your work for you Okay, so I've done that right. So let me just Get rid of that background The image and you can see that The entire image has been applied to it Which is not what we want, but we're going to sort each one of these out in a sec. So let's just Um assign existing material branches. Nope. Select it first Assign existing material branches assign existing material branches assign existing material Branches Right, so they're all ready to go. So we'll start with this one in the bottom corner And we'll look at uv in these. So we're going to go to uv uv editor. Let's see what we've got Okay, so you can see it starts as a Plane which is what we started with so it makes sense that that's what it would look like But that doesn't resemble the shape we've created here So we could deal with remapping this so that it Creates the shape that we've got there. Okay. So to do this, we're going to do a planar projection So we'll click on this and we're going to do it on the Y axis because that's the one that's looking down Which is the the right direction for us. So we'll click on project And it gives us this shape here, which should be the shape of the leaf And you can see that it is that bit just going down there is this bit here So we've got to get that so that it is lined up now with that image So let's first of all try and get it the right dimensions Or as close to the right dimensions as we can And we're just going to have to do a little bit of moving these points around the yam because it's sort of rotated itself So we're going to put this into UV mode and I'm just going to Pretty much repeat the process That I just went through and you'll see that it's coming together in the viewport over here To resemble The way it should it's just about putting these points in pretty much the same place Is there where when we traced it So that one goes about here is where I put it It's getting nice and close though like that This one needs to go up here Yeah Okay, that's pretty nice. So that's the first branch done So let's do another one together and then I'll leave you to do the other two So we're going to do this middle one in here. So let's put it into object mode We're going to do a plane our projection There we go and straight away again. We can see that this is not Quite the right size and shape. So let's Do our best to scale this down. Okay, we'll just zoom in on this so I can see what I'm doing. Okay, so let's go for Scaling up in that direction Okay, try and put the points as close to the right place as I can And I might just get away with scaling this one actually I shouldn't have to move Any individual UVs like I did for the other one. Yeah, that one looks okay. So let's just put that into object mode Make sure that we're happy with it Yeah, so I've now got two branches complete Okay, so as we did when we were tracing these I'll leave you to do the UV uh mapping of the other two And then once those are done We'll look at the next step which is about shaping those branches so they look nice and believable You can see I've now got four individual Branches that I can mess around with which is lovely. That's what I wanted So we can close the UV editor for now and what we're going to want to do next is Reshape these so that they look a little bit more branchy So let's have a look at how we can do that In the perspective view with this one for instance. So let's put it into vertex mode And we just want to reshape this a little bit. So I'm going to start with getting The vertices on the sides I'm going to move those down Whoa, not like that crazy that's going to give it that kind of That look that we were talking about earlier So that's pretty nice already. I'm happy with that And then what we're going to do is Um still in vertex mode I'm going to get these ones at the end and we're going to move those down And probably move it back in a little bit as well Like that just so we're kind of getting a rotation Sort of vibe to it and I'll bring that one down Bring that one down a little bit more and bring it in this way And that will allow me to just bring that one down So it creates a bit of a a drooping effect I'll do the same with this one So let's get it into vertex mode Okay, let's just Select The vertices around the side Let's Get it nice and droopy Let's get these so I'll move that down Move it in a little bit Move it in like that and then these three on the end Yeah, move that down and In and maybe this one I'll move down a little bit as well So it's nice and droopy. Oh, yeah That's beautiful and branchy Okay, we'll do this one. So into vertex mode Let's get all the verts that we want. So I want those three And I want those three. Let's pull that down lovely I missed one. So no Oh, did I? No, I wanted that. So I pull those down. Yep That's nice enough And then we're going to set about shaping this The same way that we've done with the other ones. So let's move that down And back a bit and we'll get these on the end and move that down Back in and then this one here Let's get a nice and droopy Yeah Object mode. Oh, I can't hit object mode There we go. So that's that branch and then the final one Get it into Vertex mode Get all those verts that we want to Move down Yep. Yep. Yep. I'm liking that And what I might do on this one is scale that in a little bit as well just to make that a bit more Drastic just give me a little bit more variation in the tree Okay, let's select all these Move that down Select all these move that down. So the one on the end moving down Okay So you can see I've now got my four branches Right at this stage Just to make it a little bit easier for me to work with I'm just going to line these up. So I want one there I maybe do this by size as well. So I'll rotate this one around I'll have this one over here And finally this one here champion, okay, so Here are our four handsome looking branches Right What we're going to do next is Set these up so they work two-sided The issue that you can have with branches Is that you can import them into a game engine and you can tell the game engine that they're two-sided. So usually Polygons are one-sided And that means that they will render from one side and the other side they'll be see-through And you can tell something like Unreal Engine that they're two-sided and it will render the other side and it'll be identical to the side that is rendered But the problem is the normals. So the direction the faces are facing affects us how light reacts with them and if You make them two-sided the normals are still facing the original direction. So they don't light properly So the best way to remedy that And we'll just try and do this with them all at once Is we're going to duplicate them like that And then let's just get in nice and close on one of them. We're going to move it down ever so slightly So let's do zero point zero five Minus zero point zero five. Sorry And that will just move these copies down Now you can see This is the the shading problem might have shown them as two-sided But it's given as a shading problem. There's no color on this side And we like them to be seen from both below and above So in order to get that we're going to go to Mesh display and we're going to click on reverse And that reverses the normal direction so now We've got branches that can be seen by from both directions because We've got two copies of Now that does Double the amount of faces that we've used for these branches But if you want them to look any good, you've not really got a choice on that one So that needed to happen right there are Our branches what we're going to do next is combine each of them. So we're going to do mesh combine And we'll do Center pivot just to make it easier in a minute Mesh combine modify center pivot Mesh combine Modify center pivot and mesh combine and modify center pivot Okay, so They're all ready to go But what we need is a way to attach them to the trunk of the tree Now we could just do it with like attaching Here but that it just won't look right So we're going to create a little bit of a shape that will connect this to the tree to be a bit more branch and then we're going to Move on to the trunk So we're just going to do this for one of the branches And then we'll move on to making the trunk and doing some texturing And then we'll do some duplicating around to save some work and it will all be good Okay, so What we need to do is Create a cylinder. So let's have a new cylinder And we need to do some work on this cylinder because we don't want to be throwing this many faces away That's far too many. We want this to be a really really simple shape Because again, we're going to be duplicating this around the tree and we don't want to throw any Faces away unnecessarily because it's really wasteful So subdivision axis we're going to change that straight away. That's going to become three And that will look Very triangular But we're going to use a shading trick so that when this is much smaller in the tree will Will assume that it's cylindrical Which is good right, let's also Rotate this around so we're going to move it Just for now 90 degrees We'll elongate it a little bit Uh, and that's a good start. Right. Let's just call this one branch No, we can't call this one branch. Can we because they're already called branch. What should we call this one? It kind of is a branch, but we need we'll call it stump Stumps a good name Right I want to get stump lined up. So let's plop him over here Yep, and then in the side view Press four so I can see what I'm doing. No six. Sorry In the side view, we want to just make sure that that is In the right sort of place and facing importantly the right kind of angle. There we go Right, so now it should just be a case getting this shaped and to the right size so We're going to get these vertex mode I'm a terrible aim with this today vertex. Okay, let's get those three verts there And we're going to bring them together to form a bit of a point And then we're going to move these so that they are Kind of nicely attaching To this branch. I'm going to try I think a match the thickness mostly Now let's go a bit smaller actually and we'll just overlap. Okay And then these vertices over here. We're just going to move over to the side of it. So that it's in a straight line Didn't get them all What am I doing? Okay and move those over a little bit All right that let's scale them in and that Is not enough about that and let's Just make that a bit shorter Okay, I think that'll do So that's going to be our branch. We're not throwing many faces away on that. That looks okay And what we're just going to do about this hard edge because it's very hard Is we're going to click on mesh display and we're going to do soften edge And It should now look a lot softer. It still does look A little bit sharp, but believe me you won't see that when When we put it in the tree because there'll be a lot going on Right, so that's the branch made the stump stumpy branch What we need to do now is make the trunk of the tree and then it's all about texturing the Tree and the stump and assembling it all together. So we're getting there the the finishing line is in sight Which is good because it's like quarter past ten at night usually in bed by now. What am I doing? Right Let's move all these branches Out of the way. Let's build us a tree so Um, we'll have a new cylinder. I'm going to call this one trunk Subdivision axis we're going to start with six Um, and the height Of this bad boy is going to be 700 So it's a nice tall tree. You can see at the moment that's far too skinny um, and we're going to do We're going to move this up on y by 350. That's rotate We're going to move this up on y by about 350 Right, and then we need to put a little bit of Thickness in this bad boy. Let me see A little bit more than that So i'm just upping the radius. I think I need to go for about Yeah, I like that. That's a good starting point. So my radius I've started with is 7.4 So about seven and a half Okay, so that's all right, and then what we need to do is get that thinned out at the top Because these trees as you've seen at the beginning of the video at the beginning of the tutorial um They get thinner at the top. So let's Select all the birds at the top And we're just going to scale these in Well, I've missed one Try again. Mr. Try again. There we go scale them in To form a point. That's pretty pointy object mode Yeah, that's all right And then we need to do a little bit of work on the bottom just to make this look like it is A tree So I'll go back to the multi-cut tool And we're going to hold Control Okay, so at the bottom of this tree we're going to need a few edge loops So I'm going to put and that I want to be as careful As I can about not using too many but I do need this tree to flare out a little bit at the bottom So I think I'm going to give myself Three edge loops to do that Okay, I'm going to go into edge mode now And we will select This let's do all the edges at once Oh, that's not right On that one and that one And I'm just going to scale that in quite drastically at first And then let's scale that in not quite as much Just this row at the top. Oh, what am I doing? Just this one Like that. I think this one I'm going to bring down a little bit And this one Yeah Okay, so you can see now I've got this sort of flare in effect going on at the bottom I'm also going to go into vertex mode And I'm just going to adjust some of these vertices To make it look like It's got roots going on really So let's Just move some of these around Just to make the bottom of the tree a little bit more interesting Move that one out there Okay, so I'm happy with that. Let's have a look at what the the tree's looking like overall. Um, yeah, okay, that's pretty good Okay, so I think to keep it simple that will be um a good enough trunk. I'm happy with that So now what we need to do is some texturing and some UV mapping So what I'm going to do first of all is we're going to work quite hard To get the UV set up on this trunk Nice and even So we're going to assign a new material We'll do it as a Lambert And the color instead of using the actual bark texture. We're not going to go that far yet. We're going to use this checker pattern so let's uh See what that's doing you can see that is Not good what we're really looking for is nice small squares on this So we need to set this up to give us that so we're going to select We're going to select the trunk now And then we're going to go to our UV editor to see what we're working with And actually That's not bad But I think we can do a little bit better So let's do a UV map So I'm going to start with a automatic map And that will better represent The shape of the tree that we've created. So there it is. You can see I'm going to put this into edge mode And we need to get this to be One continuous unwrap really and you can see it's been split into parts So we're just going to have one seam going down The the tree I'm going to set that up. So we're looking for edges that need connected. So that edge there clearly needs to get here So we're going to go polygons Move and sew edges And that'll put those two together And I can see there's another Two edges there so Move and sew those And there's one more to do Polygons move and sew And that is basically The The tree You can see down the bottom We've got the shape because it differed And that might have a bit of an effect on The tree that we've created on the UVs So we'll we'll see how that goes That there represents The bottom of the tree which we actually don't need to worry about and I'm not sure where the top has been put I assume it's up here somewhere Well, maybe the top and bottom are overlapping. That's not really an issue. Anyways, just the uh, the sides that we need to worry about So I'm now going to just put this into shell mode I'm going to get this tool here, which is the optimize uv tool and what this does Is let's get a nice big brush Is it resizes the UVs So that You get nice even squares usually it's not always perfect, but it does give quite a good effect. So I'm just painting this like that Okay, so now what we'll do is we're gonna Just press w to get rid of that tool. I'm going to put It into shell mode And I want nice like I said earlier. I want nice small squares on this So I'm going to scale this up Until I'm getting some squares Okay, that is actually now seeing you see You can see that I'm getting squares and squares are what I wanted to see I didn't want to see rectangles. So let's check down the bottom See if there are any rectangles going on there. It's a long way down this tree It's like the tallest tree ever. I'm not convinced. It's going to be thick enough. I might need to change that later Okay, so down at the bottom I think that's where the seam is. Hopefully it's nice and continuous everywhere else. So It's a little bit seamy at the bottom Which is not ideal. So let's just go back down here and see if there's anything we can do about that It might be that some edges need sewing together And I think that is the case. So let's put this into edge mode And we'll look for any yeah, so this Set of edges here need sewing together. So we'll do move and sew And the same for these So move and sew those and here So you just need to make sure that they are what's going on here Just need to make sure that they're all nicely sewn together. So move and sew And then I'm going to bring in my optimized UV brush again. I'll just get a bigger brush And I just want to Make sure that that is nice and optimized Okay, that's not Amazing. So I've still got this seam here Which is not great But overall I think we'll get away with that So that's the tree UV mapped so you can see that the The squares do get bigger as you move further up the tree but thankfully because of The fact that the tree is going to be high you won't really see that So that's nice enough, I think for The trunk of the tree All that we need to do now Is find those leaves And we're just going to UV map This so This is what the uh The mapping looks like at the moment Let's just assign that checker texture to it. So assign existing material. It'll be lambda 3 That actually isn't bad I'm going to put it into shell mode Uh, let's just scale this up So there is going to be some distortion because of the way that we pulled those together Um But no, I think that's pretty nice. So you can see that's now we've got nice squares on there They're ready for the material So let's make that material and assign it and then we'll be Ready to put the branches on the tree So We're going to assign a new material to this A new Lambert We're going to call this Lambert uh bark and For the color I'm going to choose a file and it's going to be what do we call it? It's that one there, isn't it? The seamless pine bark And there we go. That's now gone on there and that looks okay. I'm happy enough with that Okay, we'll apply that one to this assigned existing material bark Make sure that I'm happy with it. Let me just get these vertices frame those up um Yeah, I think up close that looks okay so now We need to get some branches on this tree So we just need to finish putting these branches together. So Let's find This we need to duplicate this so that each one of these branches has got one So let's duplicate that and hopefully if we go to the top view These should all be in roughly the same place. So It shouldn't be difficult to attach One of these branches Like that, so I'm happy enough with all of those Now obviously if I was being really careful about this I'd make sure that The color of the bark matched But again, this is actually quite a forgiving tree to make. So I think I'll get away with that Right now. Let's make each one of these branches ready to attach. So We're going to go to so I've selected the stump and the the main branch. We're going to go mesh combine And then I'm going to go to Modify center pivot But I actually don't want to send to the pivot what I want to do So I'm going to press D which puts you into pivot move mode and I'm going to press v because that snaps to vertex I'm just going to snap that to that vertex. I'm just going to move into My perspective view because as you can see Press d and v again That wasn't quite in the right place. So now I've got my pivot point So that'll make it a lot easier when I'm attaching those branches I need to repeat this for the other four branches. So it's going to be Mesh combine Do modify center pivot just to get that a bit closer D and v let's bring that over here And over here D and v let's move it up Yeah That's pretty close Let's get this one Mesh combine Modify Center pivot and then we're going to move that pivot To the right place or as close as we can get it and I'll do And one final one to do mesh combine Modify center pivot and then it's going to be d and v. Let's pull that over here It's at the right place pull it up I need to change angle nowhere near nowhere near what you're doing Yeah, and that'll do Okay, so we've now got one two three four branches Okay, each one of these branches has got a lot of history going on So I'm going to select them all modify now edit delete by type history And so They've not got really good names. So let's rename these against branch one branch two branch three branch four What we need to do now is arrange these branches On the tree So we'll do that in the next step Okay, so at the bottom of this tree, we're going to have some really kind of piddly branches So let's go control and D. So I'm going to leave my four original branches here. So I can always find them And we're going to just move Away up the tree Yeah, about there. I think these branches don't Start right at the bottom And then we just need to get this first one In place So we'll move that to about there. Yeah, that's okay Make sure I'm happy with the angle of it. So I think down the bottom. I'm going to have them just pointing down a little bit more Right. So at the bottom, they are going to be quite small. So I'm going to allow that one to stay that kind of size I'm going to duplicate this Swing it around Swing it around a bit further than that I think and then Move this Into place So what I found I was actually surrounded by pine trees the other day Is they actually kind of grow in levels. So you get one so if this is your This is your trunk you get them growing around the level and then they leave it for a bit and then they grow around another level So they they grow in stages, which is Nice it makes it a bit easier for putting together um Trees for what we're doing. Okay, so now I'm going to get this one and I've duplicated it. I'm just going to put it in the tree Okay, so we need this to be in sort of the right place again So I'm probably going to go for around about five or six per level. I think yeah, I like that one I just need to move that out of the tree a little bit so we can see the branch. That's okay um I think I'll have another one of these On this level I can go over there Let's just move that one to the right place Definitely need a one coming out of here. I think So let's look for that. I think we'll have this one So let's try and move this into place like so Yeah, yeah, yeah, yeah. Okay. What's the height looking like? Yeah, pretty close I'm just going to rotate this one down a little bit. Okay, so that's my first sort of level of branches It doesn't quite look even though. Let's just Rotate that down a little bit more Rotate this one down a bit more as well Yep, I'm happy enough with that so you can see I'm leaving a little bit bare here But these trees are very random. So I want to try and capture that Right, I haven't used this branch yet So Let's have that one on the next level So I'm going to leave I think they sort of have about that much of a gap between each level So let's give that one a go and they're going to get a little bit bigger On this level as well. So let's just make sure that I'm happy with the position of this one Yep And then what I'm going to do is duplicate some of these up around right that Is it a funny angle? So let's do modify freeze transformations And that will allow me to just rotate it Okay, I really want to deal with that bare area there on this level. So let's move that And then we'll move that out Yep, yep, yep. So it's kind of now All a case of arranging branches Which it gets tedious. I'm not going to lie. It is a very tedious thing to do But when you've got a sexy looking tree at the end, it's worth it I would argue it's worth it anyway Let's do modify freeze transformations just so that I'm going to get a good rotation on this Oh, it looks okay a bit of rotation on it just to mix it up a bit And we'll have this one Move that one up. I'm just going to move this one around a touch I'm going to go there four Let's have one more. We'll have a small one or smallish. There we go. It'll be okay So you can see that's now coming together. I'm Not quite happy with how dense that's going to go and then move it down a little bit It's better So I've now got two rows of those branches. I'm going to do a third row Again, I'm going to try and be a bit random about this, but then I'm just going to start duplicating Branches willy-nilly and see what I end up with Because I'm impatient like that. Okay, so we'll have this one next. Let's try and get a fairly consistent sort of Yep, that's good Okay, let's have that one rotated right around the other side. We'll just stick it out there Yep, let's get a bit of rotation going on I like it. I like it I love this one. Duplicate that move it up Let's get some rotation going on this one. You're going to get a bit closer on that. I think it's sticking out of the tree. Yeah There we go That's looking nice. Let's just move that up a little bit more Okay, I want this branch next. Let's duplicate that Up to there Let's rotate it around a bit And then we'll move that in so it's not sticking out of the tree again Yep, and we definitely need at least one more branch on this one. I'm going to duplicate this one around I'm actually going to have two quite similar next to each other Keep it nice and random I'll have that one quite a bit smaller for now anyway And let's have this one Up here as well. Okay So what i'm now going to do is i'm going to try and be a bit lazy about this Let's duplicate all of those Move up and then let's see if we can get away with Rotating those all around a bit. Okay Now let's get all of these Let's duplicate them up Let's now Add a bit more rotation to this just to randomize it a bit So we don't want this looking the same And then i'm going to do this one more time To about there And let's get a bit more rotation going on Maybe i'll just Choose a different direction on that one as well just to mix things up I think I can probably do this one more time So let's duplicate again Move all of these up Like that Now of course at the moment that's going to look all kinds of wrong Yeah, I don't really want to go any higher than that. So what i'm going to do Put this into vertex mode. I'm just going to now change the height of the tree a bit. That should be okay. Okay So let's put that into Object mode and now I want to make this a reference as well for a little while because I don't want to accidentally select this while i'm working on the branches So What is this layers? Create layer from selected. Let's call this trunk Or layer underscore trunk Like that We'll save that let's reference that layer Right now what these branches tend to do is they get a little bit bushy as they go up and they kind of Come back in again as they hit the top. So what i'm going to do is try and Emulate that is i'm going to select this many and i'm going to scale them up a touch And then i'm going to select this many And scale them up a touch and this many and scale them up a touch and this many scale them up a touch And now anywhere where i'm not particularly happy I'm just going to make them a bit bigger. I think we need a little bit more Going on down here. Yeah, that's not bad I'm not happy with the thickness of my trunk if i'm honest. I think that doesn't look quite thick enough So let's just bring that up a bit. That might be a bit too much Okay, now what i want to do is just put some rotation on some of these So i think i'm just going to select some at random and do stuff. Oh not that much Do stuff with them No, i don't want the trunk. Why is that not referenced anymore? Okay, let's get these ones I'm just really getting random selections of Or randomish and just doing things with them. Okay, i'm not too happy with this section here So i'm going to scale these up a bit and there we go. Yeah, it looks pretty good So i think overall let's just scale them all up So the last thing we need to do Is just select on the trunk. Oh, we can't because it's reference Select on the trunk and do mesh display Soften edge and that will just soften that up. So now if we were a player at ground level We'd be able to look up at this and we get a nice bushy Awesome trick. So this will work in-game. It'll be beautiful. It's ready to go What we're not going to cover in this tutorial though Is what you would do with the normal maps what you would do with the roughness maps how you would import into game If you are interested in that Then if you click on the link on screen Then that will take you to my Creating game art tutorial series This is a series that takes you through the process of creating a game environment using Unreal Engine And Maya. So you'll create all of your assets. You'll create all of the different texture maps You'll put them into Unreal. You'll create the really sexy materials you'll place them around and you'll be able to create Something like what you see on screen Um, if I haven't finished that yet, you'll be taken to a link that you can be notified when it's complete If it is finished, you'll be taken to the link to get that tutorial right Special thanks to my patrons that helped me get these tutorials made so I'm going to pop their names on screen so that they get in all the thanks they deserve cheers guys. Thank you for your support um, if you're not a Patron then please consider becoming one. I do put a lot of effort into making these tutorials I don't know if it came across on this one. It is really late. Maybe I should only do these in data If you've enjoyed the tutorial then please hit that subscribe button That's what it's there for and you'll be able to find me other tutorials I've got a lot more stuff coming up. So make sure you are subscribed for that If you've learned a lot about making trees from this tutorial then hit the like button and leave a comment below as well If you've made any trees using this method, then send me a link to what you've made I'm always interested to see what people have made based on my tutorials And that's it guys. I hope you like it I'll make another one soon. Thanks for watching. Bye