 Okay, so here we are in Maya. The first thing we're gonna 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 gonna 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 gonna be making a tree that's about seven meters high. So I'm gonna 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 gonna go to my channel box and I'm just gonna give this an A. I'm just gonna call it reference. And not that it really matters, but I don't want any subdivisions on it. So I'm just gonna change both of those to one, under inputs, 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 our Lambert on it. There it is, Lambert two. And then for the color, we're gonna choose file and pantry textures. We're gonna use branches diffuse. And you can see, because we put that alpha channel on, the branches are nice and see through. So they're gonna 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 texturing on. So the way you do that is with this little icon here, and that will show them. Or if you're a keyboard short put 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 gonna create. Now that that's set up, we can get on to making four different branches. Okay, so we're gonna go for the first branch. I think I'm gonna go for this bottom corner here. So what I'm gonna do is create a new polygon plane. Again, this is gonna need to be sized up. Let's move this just being roughly the right place. Okay, into my channel box, I'm going to name this ranch one. And I'm gonna 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 gonna do to make this easier on myself is go into the top view. Just zoom out a little bit, press six so I can see my materials. I 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 gonna do before this becomes a pain is I'm gonna put this onto a layer. So I've selected my background layers, create layer from selected. I'm gonna call this reference. So this is my reference layer. In fact, I'm gonna call it L underscore reference. Because if you've already got something called reference and you're seeing it, you won't let you call the layer reference. Anyways, we'll click on save and we're gonna change that V to, not that V, this P. No, that's the third one. If only I knew what I was doing. So we're gonna change that to an R, which means we can see it, but we can't select it. So that'll stop it from becoming, being a pain. Right, let's get this sorted then. So I'm gonna go into vertex mode. I'm gonna move these vertices up to the top. I'm gonna 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 gonna use the mesh tools. In fact, let's use it from here. So this is the multicut 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 gonna 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 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 gonna try and put one about here, where I think is about the kind of, the furthest that the branch kicks out. And I'm gonna try and get away with just using this many vertices to trace it. If I need to put some more in 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 branches off. That one's gonna go about there, that's the furthest it kicks out. I'm gonna 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, this is 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 gonna 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 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 is the better way to do it. So 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 gonna do for this one actually is I'm gonna 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 did I just move? Branch two, whatever. Okay, so vertex mode, let's try and get this shape so that we're happy with it. So I'm just gonna go up out there. I want this one pretty much at the base. That one's gonna go just about there. This one I think can come in a bit further. Well, you sure can. This one obviously needs to come down. This one is gonna go to about there. Ooh, 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 gonna 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 might, I might do the fast forwarding thing. I do like a bit of editing. Anyway, so we'll reconvene when we've got all the branches done and we'll move on to the next step.