Thank god for random RUclips recommendation, I have been stuck with my game because of excessive polygon amount, was about to give up and then this video showed up :) thank you for uploading this!!
Honestly thank you. This is the total opposite of crap like Flipped Normals. Just pure, useful information, done quickly, that doesn't waste your time with crap you don't care about.
Physics in unity is setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100. You can see an image of the settings here on twitter: twitter.com/26PM/status/1092187174718660608
Great one, thanks a lot for sharing! This is probably the only video I've watched at .25 speed :D How do game engines handle such amount of transparent alpha texture space? I always hear people encouraging to minimize the amount of transparent alpha texture space because it's so heavy, but does it make a huge difference if I used such plants as this in a game environment?
"Cut out", or "masked" alpha is a lot cheaper and sorts better than a purely "alpha" material. Most current gen games are using masked alpha to draw fields of grass, tree cards etc. How expensive the material is also heavily depends on how much overlap the camera can see of these plants. A top down style camera will minimize a lot of that overlap, where as a first person camera could easily result in seeing a lot of overdraw of the plants as you look toward the horizon. For a mobile game I would modify this bush by cutting the silhouette of the leaf edges into the geometry. This would result in more verts, but a regular non transparent material could then be used since the leaf shapes would now be defined by geometry instead of an alpha mask.
@@vn2025 The limitations of alpha will be unique to your game. Definitely research the specific optimization solutions for the platforms and game engines you are working with.
I do my best work while I drive. ( I joke ) I had the pre recorded time lapse video completed and just needed to do the talking head bit. I had some free time while out and about and the car was the quietest environment to record in.
I'm still a little new to doing foliage in 3D. Are you creating textures for planes and then placing them over a cube that is used for collision? Or am I way off base? I've been watching a lot of tutorials and I'm still not fully sure how foliage works
cloudXXLV In maya, the cube you are seeing is a 1 meter cube that I am only using as a scale reference. In unity, I am using a sphere collider, making it invisible, and then parenting the visual bush mesh under the collider.
You aren't the target market for this "tutorial" it's clearly meant for those already experienced with the tools, it offers a solution for creating foliage that looks like and isn't using an excessive amount of polygons.
I know this is over a year old but I just found this and i love the bushes. I'm trying to replicate it since they look so fluffy but I'm having some issues with the middle plane of the bush. When I look at it in the maya viewport, the area at the front of the middle plane jumps behind the bottom plane. Anyway I could fix this?
I have also had that problem before. It is a problem with how the transparency is sorting in the maya viewport. This post helped me fix it: knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Transparency-is-not-sorting-correctly-in-Maya-2017.html
@@TwentysixPM I wasn't expecting you to reply. Thank you so much, I really appreciate it! I actually finished the project that I used this in. If you want to check it out, it's here :) Have a nice day! www.artstation.com/artwork/nYQ51X
@@TwentysixPM Hi i am having problem about the transparency in unity, where the texture is clipping out, do you have the same problem if you do how do you fix it?
Physics in unity setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100. I have a screenshot here: twitter.com/26PM/status/1092187174718660608?s=20&t=rK8qYVkV0eSReNwcDScoSw
😆 I had the pre recorded time lapse video completed and just needed to do the talking head bit. I had some free time while out and about and the car was the quietest environment to record in.
Physics in unity is setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100. You can see an image of the settings here on twitter: twitter.com/26PM/status/1092187174718660608
I have not created a tutorial for leaf creation but this is an overview of my workflow. I start with a basic leaf shape and a subtle bottom to top fill gradient. Using layer styles, I add an inner glow and drop shadow to the leaf. I then convert the leaf into a smart object, and then position the leaves as desired. I color lower level leaves darker.
26PM thanks! May I ask the tri count for the bushes please? Also what texture size you recommend? I’m working to get some foliage into my portfolio and would be nice for a benchmark thanks
@@00Darkchild00 I didn't spend any time optimizing the bush, so it could definitely be made lower. Without optimizations, the bush is 550 polys. The texture is 1024. That could also easily be lower depending on how close the camera will get to the bush.
Brother could you create a yt tutorial series for like making backgrounds. Like the ghibli not too hardcore ghibli in b/wn the ghibli and toon must be 3d stylized type. Like alive course animation superhero show but, how to make the environment thats behind it, means thats behind that type of toons/ghibli/spiderversetype im not getting exact name, like if our sceen is sleeping on bed so how to model that toon type bed and the room. How to model backgrounds of toons. If its in school location how to model it if its a toontype car bike how to do that props stuff.
That would be an awesome course, and would take me a long time to create. However, other people have created tutorials on Ghibili style art. Searching "Ghibli UE4" on google or youtube will give you some good starting results. Good luck!
Okok, let me run this down in Blender cuz Maya is overpriced... First lets look at the quick/bad way -Create a leaf texture -Import as Image (Requires a plugin that can be found in the preset assets) -give the leaf your cricks and crooks -Create an Icosphere -Set the leaf as particle to the sphere -Play around till you are happy And now the good/long way -Create a leaf texture or maybe more -Set these aside -Create an icosphere, delete the bottom half and texture it with your leaf sets (Brush stuff, google how to use images as a brush) (You can have low resolution or high resolution on that sphere, don't matter) -layer 3 spheres on top and check how that looks, workflow of making it prettey etc. -Now you can make groups of 1, 2 and 3 leafes and cut the symetry of the meshes a little and finalize what you make with more prettey You can see the workflow in the video, Blender has just a few small extra steps
if it is for a game, there a re way too many faces, it's a waste for the bush body then you cover everything with leaves mesh anyway, yet again a waste of work for the body wo could just be a simplified sphere with a darker texture with noise
Abhishek Verma I encourage you to create a leaf texture of your own. It will be unique to you and you will gain art experience in the process. Right now I am not uploading these assets, I am using them in a personal project.
Thank you for the encouragement and input. I am not currently creating tutorials because I am dedicating all of my spare time ( and there isn’t much of it ) towards creating new art. Hopefully you can find some inspiring direction from this video but I realize a full tutorial would be more helpful.
Nice video, but what is happening here actually? A 46 seconds tutorial, with no screen capture, with the author commenting the workflow from a car, probably in a completely different context. Nobody? lol
Tried my best to make the bushes, here's an image: imgur.com/a/U2aEDCU , but your bushes as well as your overall game visuals look extremely good, especially when compared to mine. Do you think you can make a video about tips on these topics? namely a slightly more in depth summary of how you made the bushes look so good and secondly how you made your lighting and overall visuals look fantastic
That is looking good! They look like soft fluffy bushes. To make it look closer to what I created, I would suggest adding a bit of highlighting to the edges of your leaves, as well as darkening the color of the bush the closer it is to the ground ( and making the top of the bush lighter in color ). The lighting setup in Unity that I am using is mainly a directional light and a blueish ambient light. I am using the camera effects, Ambient Occlusion, Bloom, Chromatic Aberration and Vignette. Making a new video on this would take many hours, and right now I am using those hours to work on new 3D art. Keep on making awesome art!
@@TwentysixPM thankyou so much! I hope you will post more of these small clips of your work. I think the reason why this video got popular is because of how good the bushes look in the thumbnail (and in the video ofcourse) plus your simple breakdown of the process. Good luck with your art!
probably the most productive 45 seconds of my life
totally agree. This is perfect! thanks so much!
x3
This is the kind of videos I give graces to: practical, cohesive and straight to the point! Thank you!
Thank god for random RUclips recommendation, I have been stuck with my game because of excessive polygon amount, was about to give up and then this video showed up :) thank you for uploading this!!
Just look at this foIiage, it's reaIIy amazing!
Thanks for the tips to creating those leaves :)
dhruvit navadiya No problem!
Thats the 46 most inspiring seconds of my day so far. Thank you!
Glad it was helpful to you 🙏
Short, sweet, and to the point. Good little explanation, thanks!
Thanks!
Best 46 seconds I ever invested. If I wasn't so drunk I would go try this right now.
🍻
'Oh cool looking bushes!'
'WAIT THEY MOVE?? that's even cooler!!'
They are soooo cuuuuuute!
😁😁😁
woow, that looks so cool, and the bushes look so cute!
Thanks!
Honestly thank you. This is the total opposite of crap like Flipped Normals. Just pure, useful information, done quickly, that doesn't waste your time with crap you don't care about.
oh man, this looks so good. Congratulations. Its awesome
Carlos Azevedo Thanks!
Haha! This video doesn't have the minute and it's really interesting 👌
So simple but georgeous
wow!
tutorial we need, 46 sec. straight to the point chill as fuck.
😆Thanks for the love
Perfect video, thank you so much for going to the point
Thanks!
Thanks for the insights. Really cool!
Thanks! I am glad it was helpful.
your bush are amazing, u made me inspired
Awesome. Make some cool art!
Hey nice result mate! I want to ask you, how do you create that collision effect?
Physics in unity is setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100. You can see an image of the settings here on twitter: twitter.com/26PM/status/1092187174718660608
26PM thank you very much!
Huh? A youtube channel from within a car.... nice idea :-)
W, wow. So adorable. Like it.
쿵냐륭 Thanks! : D
Nice stuff!!
But I have a question.. Why did you record the explanation in your car? hehe
bobcharlotte Sometimes it is hard to find the time to get everything done, I had some free time while I was out and the car was a quiet spot. : D
Great one, thanks a lot for sharing! This is probably the only video I've watched at .25 speed :D How do game engines handle such amount of transparent alpha texture space? I always hear people encouraging to minimize the amount of transparent alpha texture space because it's so heavy, but does it make a huge difference if I used such plants as this in a game environment?
"Cut out", or "masked" alpha is a lot cheaper and sorts better than a purely "alpha" material. Most current gen games are using masked alpha to draw fields of grass, tree cards etc. How expensive the material is also heavily depends on how much overlap the camera can see of these plants. A top down style camera will minimize a lot of that overlap, where as a first person camera could easily result in seeing a lot of overdraw of the plants as you look toward the horizon. For a mobile game I would modify this bush by cutting the silhouette of the leaf edges into the geometry. This would result in more verts, but a regular non transparent material could then be used since the leaf shapes would now be defined by geometry instead of an alpha mask.
@@TwentysixPM Thank you so much for the insightful reply! I definitely did not know about the challenge that overlapping alpha space causes.
@@vn2025 The limitations of alpha will be unique to your game. Definitely research the specific optimization solutions for the platforms and game engines you are working with.
incredible
Thanks!
Nice job!
short and sweet. thanks for the video
Thanks! Glad you enjoyed it.
you deserve more views and subscriptions....
Are you really making 3D in your car ? Amazing video, thx
I do my best work while I drive. ( I joke ) I had the pre recorded time lapse video completed and just needed to do the talking head bit. I had some free time while out and about and the car was the quietest environment to record in.
Lovely!
Fast and efficient.
it was very helpful for me, thank you sir.
Glad you enjoyed it!
Very smart. I like it
this is awesome!
Thanks!
Beautiful stuff bro!
Gaminart Thank you!
thx
Friendly Reptilian NP
Is so coool! I will love a tutorial for the phisics.
cool stuff!
Best stylized bush I've seen. Are you going to sell the 3D model because I'm interested in buying?
Brandon Diehl Thanks! I am planning to use it in my game currently so I am not selling it.
26PM if you ever do decide let me know😜👍🏻
26PM good luck with your game
adorable
esta genial puedes hacer mas videos de este estilo.
by far the best way to do this shit ive found thus far...
ichimo Sweet! Glad it is helpful.
I'm still a little new to doing foliage in 3D. Are you creating textures for planes and then placing them over a cube that is used for collision? Or am I way off base? I've been watching a lot of tutorials and I'm still not fully sure how foliage works
cloudXXLV In maya, the cube you are seeing is a 1 meter cube that I am only using as a scale reference. In unity, I am using a sphere collider, making it invisible, and then parenting the visual bush mesh under the collider.
That's fucking cool! Excuse my language, I'm drunk.
new suscriptor!
nice!
Noice
Really cool. Would have been even cooler if you didn't speed it up so much, makes it really hard to keep track of what you're doing.
You aren't the target market for this "tutorial" it's clearly meant for those already experienced with the tools, it offers a solution for creating foliage that looks like and isn't using an excessive amount of polygons.
Can you do a modeling tutorial for a solid piece for 3d printing
I haven't done much 3d printing, but this model is definitely not ready to do that. That would be a very different process.
This is great.Can I learn it.
Hi ! Thanks for the video, could you share the poly count ?
774 triangles
How did you added physics to it? And which software?
It is running in unity, I posted some physics settings here:
twitter.com/26pm/status/1092187174718660608?s=46&t=VHPcs6-ydqXep27O6ACroQ
@@TwentysixPMMuch thanks, anyway the 3D work is also great
@@abhijithsm1287 Thanks!
How did you do it so fast? Your keybindings must be crazy
😆 Direct Brain to PC interface.
thankyou sad pewdiepie!
😆
How to do the same in blender? Has anyone done it?
Awesome. Do you sell somewhere this model?
Thanks for asking, but I am not currently selling this model.
I know this is over a year old but I just found this and i love the bushes. I'm trying to replicate it since they look so fluffy but I'm having some issues with the middle plane of the bush. When I look at it in the maya viewport, the area at the front of the middle plane jumps behind the bottom plane. Anyway I could fix this?
I have also had that problem before. It is a problem with how the transparency is sorting in the maya viewport. This post helped me fix it: knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Transparency-is-not-sorting-correctly-in-Maya-2017.html
@@TwentysixPM I wasn't expecting you to reply. Thank you so much, I really appreciate it! I actually finished the project that I used this in. If you want to check it out, it's here :) Have a nice day! www.artstation.com/artwork/nYQ51X
Nadine Bucknor Sweet!
@@TwentysixPM Hi i am having problem about the transparency in unity, where the texture is clipping out, do you have the same problem if you do how do you fix it?
@@MrBetter12 If you are using a standard shader for your material, switching the render mode to “Cutout” might fix the alpha problem
Which physics did you use for that
Physics in unity setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100.
I have a screenshot here: twitter.com/26PM/status/1092187174718660608?s=20&t=rK8qYVkV0eSReNwcDScoSw
funny question but uh... why are you in your car?
😆 I had the pre recorded time lapse video completed and just needed to do the talking head bit. I had some free time while out and about and the car was the quietest environment to record in.
How can you do that physics in unreal engine?
I have used this tutorial before with UE to play with interactive plants: ruclips.net/video/u63pELQu4IM/видео.html
@@TwentysixPM thanks for sharing im thinking of doing this on my game too
films his desktop with his fascam inside a car wtf XD
How did you do the physics?
Physics in unity is setup using a “configurable joint.” Pivot set below the collider. X Y Z drive set to 400. Angular X Drive 100 Angular YZ Drive 100. You can see an image of the settings here on twitter: twitter.com/26PM/status/1092187174718660608
hi, do you have a tutorial of how you did the leaves?
I have not created a tutorial for leaf creation but this is an overview of my workflow. I start with a basic leaf shape and a subtle bottom to top fill gradient. Using layer styles, I add an inner glow and drop shadow to the leaf. I then convert the leaf into a smart object, and then position the leaves as desired. I color lower level leaves darker.
26PM thanks! May I ask the tri count for the bushes please?
Also what texture size you recommend?
I’m working to get some foliage into my portfolio and would be nice for a benchmark thanks
@@00Darkchild00 I didn't spend any time optimizing the bush, so it could definitely be made lower. Without optimizations, the bush is 550 polys. The texture is 1024. That could also easily be lower depending on how close the camera will get to the bush.
Brother could you create a yt tutorial series for like making backgrounds. Like the ghibli not too hardcore ghibli in b/wn the ghibli and toon must be 3d stylized type. Like alive course animation superhero show but, how to make the environment thats behind it, means thats behind that type of toons/ghibli/spiderversetype im not getting exact name, like if our sceen is sleeping on bed so how to model that toon type bed and the room. How to model backgrounds of toons. If its in school location how to model it if its a toontype car bike how to do that props stuff.
That would be an awesome course, and would take me a long time to create. However, other people have created tutorials on Ghibili style art. Searching "Ghibli UE4" on google or youtube will give you some good starting results. Good luck!
@@TwentysixPM thanks man
Okok, let me run this down in Blender cuz Maya is overpriced...
First lets look at the quick/bad way
-Create a leaf texture
-Import as Image (Requires a plugin that can be found in the preset assets)
-give the leaf your cricks and crooks
-Create an Icosphere
-Set the leaf as particle to the sphere
-Play around till you are happy
And now the good/long way
-Create a leaf texture or maybe more
-Set these aside
-Create an icosphere, delete the bottom half and texture it with your leaf sets (Brush stuff, google how to use images as a brush) (You can have low resolution or high resolution on that sphere, don't matter)
-layer 3 spheres on top and check how that looks, workflow of making it prettey etc.
-Now you can make groups of 1, 2 and 3 leafes and cut the symetry of the meshes a little and finalize what you make with more prettey
You can see the workflow in the video, Blender has just a few small extra steps
Do you still dont wanna sell this ? :D
if it is for a game, there a re way too many faces, it's a waste for the bush body
then you cover everything with leaves mesh anyway, yet again a waste of work for the body wo could just be a simplified sphere with a darker texture with noise
Can we get the texture ? Please
Abhishek Verma I encourage you to create a leaf texture of your own. It will be unique to you and you will gain art experience in the process. Right now I am not uploading these assets, I am using them in a personal project.
@@TwentysixPM thanks for letting me know. I happy that you answer. I also think i should experiment and see what i get.
what is the point of showing? such videos in unusual time laps speed?
Where the fleshed tutorial? Put it on gumroad and I'm willing to pay for it and probably others 2
Thank you for the encouragement and input. I am not currently creating tutorials because I am dedicating all of my spare time ( and there isn’t much of it ) towards creating new art. Hopefully you can find some inspiring direction from this video but I realize a full tutorial would be more helpful.
why are you in a car
too fast
Nice video, but what is happening here actually? A 46 seconds tutorial, with no screen capture, with the author commenting the workflow from a car, probably in a completely different context. Nobody? lol
Tried my best to make the bushes, here's an image: imgur.com/a/U2aEDCU , but your bushes as well as your overall game visuals look extremely good, especially when compared to mine. Do you think you can make a video about tips on these topics? namely a slightly more in depth summary of how you made the bushes look so good and secondly how you made your lighting and overall visuals look fantastic
That is looking good! They look like soft fluffy bushes. To make it look closer to what I created, I would suggest adding a bit of highlighting to the edges of your leaves, as well as darkening the color of the bush the closer it is to the ground ( and making the top of the bush lighter in color ). The lighting setup in Unity that I am using is mainly a directional light and a blueish ambient light. I am using the camera effects, Ambient Occlusion, Bloom, Chromatic Aberration and Vignette. Making a new video on this would take many hours, and right now I am using those hours to work on new 3D art. Keep on making awesome art!
@@TwentysixPM thankyou so much! I hope you will post more of these small clips of your work. I think the reason why this video got popular is because of how good the bushes look in the thumbnail (and in the video ofcourse) plus your simple breakdown of the process. Good luck with your art!