If anyone is watching in 2020 the Merge to Center is not ALT M it is now just M. Great video. I forgot to add this - If you are going to have small, medium and large sized trees. Create 3 different models with the appropriate number of polygons for the objects size and importance. I found out that if you are halving the size, halve subdivision as well. This creates cohesion. If you don't and you just duplicate trees or rocks and re-scale them, it can turn out your images could be a messy.
Well all of us are beginners, we should call this a Beginers Age!, rather than some Millinials or Gen Z or or Gen X generation ;). Every pro learns himself all the time.
Note: [1:52] If you scaled down your cube before merging the vertices, the skin will look EXTREMELY lumpy. To fix this, select all vertices in edit mode, and scale it up until it looks normal. Then, in OBJECT MODE, scale it back down to the size you want.
This tutorial shows in a nice way that you do not need to create your desired object out of only one base object. Using more objects and combining them afterwards can give quicker results and also be easier to do, especially if you are not that experienced in modeling. Thank you for that
I guess I messed up on the Pine tree and made the needles parts all in the wrong mode so when I was in Object mode I could only select the whole tree not the individual parts. So I remembered from an earlier Tutorial of Grants' that in Edit mode I could "separate by parts" under the "Mesh -Separate" tabs and voila it worked :P Great teacher!
In 11:50 if someone is rotation the leaf and the tree are rotate together, you created the leef with the tree, go to Edtir Mode use "L" key to select leaf right button mouse and "Separete" -> "Selecetion" and the leaf will be just the leaf not the tree.
This is the first ever blender model I tried as a fresher it took solid 3 hours for me to model this and I'm happy that it came out really well Thanks for the great tutorial keep up the great work.😇
i really want to ask that where r you standing now after 3 years because im also a fresher so that i also can figured it out that how it become also easy for me one day...
Hi. Thanks for your video. A good way to fill the notches in the tree is using the option Faces / Fill Grill. If you have any gap in your mesh you can use this tool and with the option Offset change the way Blender fill the gap until you are happy with the position of the faces. If the gap is big, you can save a lot of time. I´m sure you knew that but can be very useful for the rest.
Fantastic video. Second modelling object/course I did in Blender after the donut by "Blender Guru". I love that you have the buttons to press displayed on the lower right side. Great tutorial, very well explained. Bob Ross indeed, I never felt so relaxed doing something so fun in the evening after a stressful day. I will definitely do view more of your videos like this, just for the fun of it
If somebody has problems that u get big cube like meshes ... go on the top under mesh -> transformation -> Skin Resize [Ctrl + A] => its for the skin modifier to scale down the "thicknis" around the edges xD
The simplest way to make a tree is, start with a cube, extra face upward and, scale it down and, twist them a bit . . where you want branches, add loop cuts and, extrude a single face and, bend it upwards and, make a ' bulp ' at the end, by scaling four extrusions, so they ' bulge ' out or, Seem big - - then, add some quick materials and, Boom Simple tree, Your trees are nice but, they Not single mesh, if you do it this way, it one, continuous mesh Or, Object . . I Don't know if that's important but, I Dig it - - § Your trees look nice too, Though, and, they Look good in a Game Or, movie - -
Having them be a single mesh is indeed very good for video games as it usually reduces the amount of times the draw function has to be called to draw an object. AFAIK you can just join the objects after modelling them like shown in this video, that way you would probably get those trees as a single mesh too.
This is so great! I was thinking of doing something similiar like making a mobile game and then donating through global givings api to tree planting charities, but the conversion wouldn't have been no way nearly as efficient! like a big chunk would have gone loss, like apple/google taking a chunk, global giving taking a chunk, that like it would have needed 10 $ for a tree or so... 1$ per tree is so fucking awesome! so happy you made me aware of this! thank you
Cool little trick I learned from one of Imphenzia's (another great Blender master for beginners) videos: if you change the Snap With to "Active", you can just Shift + RMB to change the location of 3D cursor to top of another branch, Shift +D to duplicate the icosphere and Ctrl + point at the top of the branch to snap the duplicated icosphere to the new location.
I had no idea there was such a better way to make trees! That is so freaking quick! Thank you for sharing this! Defiantly looking forward to making my trees for my game. ^ ^
man this video was awesome! I love how to the point you are and I especially loved that you threw little tips in there like the create a new instance thing. hadn't heard that before so thanks!
Excellent tutorial. I like your calm but concise way of explaining things. You don't talk too fast and you are very beginner friendly in your explanations. I learned so many new skills from this one video. I am only learning in order to design things for 3D printing, but the majority of this video was relevant for me. Thanks very much. New sub from me. :D
Just a neat little trick with the Skin-Mod: in the Properties Sidebar [N-key] you can review the numerical values associated with each vertex' skin radii. They are called "Radius X" and "Radius Y" and sit in _Properties Sidebar [N] > Item-tab > Transform-section > Vertex Data_ below the Bevel-Weight bar. Checking the numerical setting can be useful in case a node in the branch-structure has the wrong thickness and you don't want to under- or overscale it. Additionally Ctrl+A's Skin-Rescale is implemented like a normal tool. This means limiting by the X- or Y-axis works just like the regular Vertex Transformation Tools and even the Proportional Editing Tool [O-key] can be used to scale neighboring vertices quickly. So the whole trunk can be done in as little as one single re-scale.
If anybody wants the tree models in a unified mesh: 1) Object Method: add the icospheres in Object Mode as separate from the trunk and unify them by adding a Boolean Modifier to the trunk, set to Union with the icosphere selected as the Object in the dropdown-list. 2) Mesh Method: pull the foliage-bubble away from the branch, inset [I-key] a smaller face on one of the foliage-faces near the branch, select both the face on the tip of the branch and the inset foliage face and bring up the Edge Quick Menu [Ctrl+E] to connect them with Bridge Edge Loops.
Another good trick for low-poly modeling in particular is customized quick access to merging: since Remove Doubles has become _Mesh > Clean Up > Merge by Distance_ I've bypassed it [RMB to bring up context menu with the desired shortcut-target selected] via the Quick Favorites menu [Q-key]. That way I can quickly grab vertices or edges, edge-slide them [G x2] into other vertices and fuse them. Another good addition is _Overlays > Geometry: Face Orientation_ as a convenient reminder for beginner to keep models clean.
*Low Poly Douglas Fir* Ref. woodyplants.wdfiles.com/local--files/pseudotsuga-menziesii/pseudotsuga_menziesii_tree.JPG The Douglas Fir's foliage is less fanned out than the 3rd tree in the video and its needles hang in heavy clusters from its branches. Yet the species maintains a strong, majestic appearance thanks to its upward-swept branch-growth. An elegant low-poly approximation is a banana with a boomerang cross-section: 1) insert a cube and stretch it longer by about x3 2) insert loop cuts for shape definition, this design requires 3 faces for branch length and width, 2 for height 3) grab all width-edges on the front bottom and rear bottom and edge-slide [G x2] them upwards into center-height, then Merge by Distance to remove excess vertices 4) on the front select the upper and lower center face and scale them to zero [Median-Pivot!] along the width-axis, then Merge By Distance again 5) select the two top-faces in the front, the three top-faces in the rear and on the top deck the dead-center and rear-center faces and scale them inward along the width-axis by about 0.300 6) on both sides select the top and bottom center faces at half-length, scale them inwards along the width-axis by about 0.500 and pull them downwards by about 0.800, then on the top select the dead-center face and pull it down by about 0.400 7) on both sides select the bottom center faces at half-length and scale them outward across the width 8) on the rear select the bottom-center edge and pull it upward to form a roughly square top-center face for a well-proportioned branch-attachment shape You should now have an upwards-swept branch with downwards-hanging needle leaves made of 132 tris. Scale and randomize the proportions to your liking. To complete the fir, add a tall thin cylinder to serve as a trunk and scale the top circle to taper it. Duplicate the branch and rotate them around the trunk [mind the Pivot-setting]. Insert loop-cuts to provide faces to connect the branches to with [Ctrl+E > Bridge Edge Loops]. The larger lower branches are heavier and have a less pronounced upwards-sweep. If the tree is supposed to tower over other trees with a long branchless trunk-section, extrude the bottom-ring of the trunk straight down because tree-trunks only taper on foliage-sections for reasons related to mechanical stress. _Then whistle the Halo theme song because you know this conifer design reminds you of something!_
*Low Poly Aloe Vera* Ref. infogalactic.com/info/File:Aloe_vera_flower_inset.png The complicated tangling of the succulent's leaves can be beautifully simplified in low-poly style using one of Blender's built-in primitives: 1) insert an ico sphere 2) switch to Vertex-Selection [1], wireframe-display [Shift+Z] and from a side-view [Numpad 1] box-select [W] all vertices in the top half of the sphere, switch the Pivot-Setting to 3D-Cursor-based and flatten the northern hemisphere by scaling along the height-axis to zero [S, Z, 0] 3) switch to Face-Selection [3], grab only one of the flattened triangles and extrude [E] straight up, then merge all vertices at center [Alt+M, "At Center"] 4) repeat for most or all of the flat triangles, tris near the center should be extruded taller than tris near the rim 5) switch back to Vertex-Selection [1], box-select [W] all spike-vertices and fan them out by scaling with Cursor-Pivot along the horizon-plane [Shift+Z] Randomize the shape to your liking and populate your forest with succulents. _Then realize that succulents don't look natural next to Douglas firs, erase your composition and model some Mediterranean conifers and palm-trees instead._
love the tutorials.I may do some videos on doing these tutorials because some funny stuff happens lol,Like my ico sphere is one giant sphere with missing faces here and there even when i scale it down,and when i did hte skin mod on trunk i had to scale it down because it was a huge blob of polygons. Edit: And i found out why my stuff was being crazy.
A simple way, to make trees . . make a square, extrude it and, make two loops cuts where you want a branch, then extrude it from those squares, a branch and, you have a simple, functional tree - -
If u want to use the third tree in a video game make the leaves a little bit thicker or u will have maybe graphic bugs / glitch's and it's anyways better for the performance.
Thanks for the video. Im wondering if you could potentially make a tutorial video with creating pixel art textures for 3d models. As looking online it is confusing as I believe you have to create the model using grid snapping to have the texture clean, but im not sure.
Ok, I've spent the day with trees officially :D This was the final result of the first tree for me: i.imgur.com/EEjl0kv.png I also did the pine, but that didn't look so awesome at the end. It looks OK from afar though. Check them out in UE: i.imgur.com/qconYzT.jpg Almost sellable :D I do need to revisit all my models though. It turns out I missed some important thing with all. Location. If you don't put the model to the middle, when you import then try to rotate, it rotates on the center (or maybe misplaced origin), if you scale it, scales my hopping around off the screen etc.. - Apply transforms and modifiers, - Merge the model as 1 object, - Set origin to geometry, - Set the model to world center, - Pack textures into the model, - Export as FBX.. I need to work a bit more on best practices, since this can be complicated with more than one texture slots. My final goal is to be able to produce models that can be added to UE as props and foliage to create scenes. I feel quite comfortable with making the models, I'm 20% comfortable with texturing (I'm not really clear on adding multiple parts of my model to the same texture yet. Sometimes I get it right though, but it's guesswork, not knowledge :D)
As a beginner Me: I've done it without watching the video. Few moments Later After watching the video Me: Wait he did it on a way different procedure? 👁👄👁
The technique is definitely about as simple as it gets, and takes just a moment to do. I worried about liking the video though, since it definitely isn't lowpoly, but the algorithm will likely think this is exactly what people look for when wanting to make assets suited for real time applications (as in lowpoly). The result ends up being consistently around 6000 triangles just for the trunk and branches, and the geometry isn't great. I'm really not sure where an asset this complex is suitable, or how else you can phrase the keywords. The technique great for people just starting out, but maybe let people know this is a simple and quick highpoly modelling technique for beginners, not for a lowpoly optimized model for real time applications. I really wish there was a way to cull the results based on intended application, since for just learning Blender for the first time with no intended application, this and other "lowpoly" that is actually fast and simple, yet actually highpoly and difficult to optimize are such a great place to start. Actually finding ways to optimize results is not an easy task, and that is where the gap in skill and learning seems to constantly be occurring. For an asset like this, I'd expect the entire scene to be around 10,000, and we broke that with only a single asset.
[1:15] - Merge Shortcut has changed. It isn't _Alt_ + _M_ anymore. Now it's just _M._
[Today: 13.08.2020]
thanks
god
I need to remember to check the comments first when I'm having a problem. Thank you :)
THANK YOU !!!!
Thank you!!
The smooth voice,
The happy trees,
Is it Bob Ross?
Stop here: best Blender tutorial on this channel. Master Grabbit, as always, stands out from the crowd.
Thanks :)
Agree with you 💯
If anyone is watching in 2020 the Merge to Center is not ALT M it is now just M.
Great video.
I forgot to add this - If you are going to have small, medium and large sized trees. Create 3 different models with the appropriate number of polygons for the objects size and importance.
I found out that if you are halving the size, halve subdivision as well. This creates cohesion.
If you don't and you just duplicate trees or rocks and re-scale them, it can turn out your images could be a messy.
Hello from 2 years in the future!
I had to figure that one out myself xD
@@StereotypicalLotion Awesome stuff. Blender rules.
not working
@@Marynata_YT Not working. What is
not working?
@@IanSRutter it worked ty for help
Am a beginner and you are always doing it for we the beginners
THANK YOU VERY MUCH MR GRANT ABBIT
Still praying to meet personally one day
me too a beginner. do not have a suitable computer to run Blender but still learning.
me beginner too, will make tree. much thank
Well all of us are beginners, we should call this a Beginers Age!, rather than some Millinials or Gen Z or or Gen X generation ;). Every pro learns himself all the time.
@@oskars_l hmh hmh Beginners. together, strong.
Bob Ross of Blender?
Note: [1:52]
If you scaled down your cube before merging the vertices, the skin will look EXTREMELY lumpy. To fix this, select all vertices in edit mode, and scale it up until it looks normal. Then, in OBJECT MODE, scale it back down to the size you want.
thanks dude saved me a lot of time
Thanks!. Saved me a lot of trouble!
Thank you so much brother 😍😍
This tutorial shows in a nice way that you do not need to create your desired object out of only one base object. Using more objects and combining them afterwards can give quicker results and also be easier to do, especially if you are not that experienced in modeling. Thank you for that
It is amazing how all popular blender channels on youtube are working together
I guess I messed up on the Pine tree and made the needles parts all in the wrong mode so when I was in Object mode I could only select the whole tree not the individual parts.
So I remembered from an earlier Tutorial of Grants' that in Edit mode I could "separate by parts" under the "Mesh -Separate" tabs and voila it worked :P Great teacher!
The video from 2019....
The good old days...
In 11:50 if someone is rotation the leaf and the tree are rotate together, you created the leef with the tree, go to Edtir Mode use "L" key to select leaf right button mouse and "Separete" -> "Selecetion" and the leaf will be just the leaf not the tree.
This is the first ever blender model I tried as a fresher it took solid 3 hours for me to model this and I'm happy that it came out really well Thanks for the great tutorial keep up the great work.😇
i really want to ask that where r you standing now after 3 years because im also a fresher so that i also can figured it out that how it become also easy for me one day...
Hi. Thanks for your video. A good way to fill the notches in the tree is using the option Faces / Fill Grill. If you have any gap in your mesh you can use this tool and with the option Offset change the way Blender fill the gap until you are happy with the position of the faces. If the gap is big, you can save a lot of time. I´m sure you knew that but can be very useful for the rest.
Awww, I was really excited so see you render a forest at the end. Still a great video nonetheless
i did think about that :)
Great video as always Grant! I really like the idea on creating awernes for this topic this way. 🌲
Thanks :) Your models are looking better with each post (twitter) as well. nice work :)
Fantastic video. Second modelling object/course I did in Blender after the donut by "Blender Guru". I love that you have the buttons to press displayed on the lower right side. Great tutorial, very well explained. Bob Ross indeed, I never felt so relaxed doing something so fun in the evening after a stressful day. I will definitely do view more of your videos like this, just for the fun of it
Yooooooo this is the most reliable, very-simple tutorial I've ever been through. Thanks man, keep up the good work!
For those who don't have such a nice result:
- enable ambient occlusion and increase the distance.
If somebody has problems that u get big cube like meshes ... go on the top under mesh -> transformation -> Skin Resize [Ctrl + A] => its for the skin modifier to scale down the "thicknis" around the edges xD
Thank you! I couldn't figure out what was happening.
Fantastic! I was JUST looking at low poly tree videos yesterday. Thank you!
nice :)
This is so much better than manually making a tree. really saves time and even makes a better looking one
I’ll definitely buy u a drink when I’ll start earning ❤️
:)
The simplest way to make a tree is, start with a cube, extra face upward and, scale it down and, twist them a bit . . where you want branches, add loop cuts and, extrude a single face and, bend it upwards and, make a ' bulp ' at the end, by scaling four extrusions, so they ' bulge ' out or, Seem big - - then, add some quick materials and, Boom Simple tree, Your trees are nice but, they Not single mesh, if you do it this way, it one, continuous mesh Or, Object . . I Don't know if that's important but, I Dig it - - § Your trees look nice too, Though, and, they Look good in a Game Or, movie - -
Having them be a single mesh is indeed very good for video games as it usually reduces the amount of times the draw function has to be called to draw an object.
AFAIK you can just join the objects after modelling them like shown in this video, that way you would probably get those trees as a single mesh too.
"Wow, you are so skilled!" THANKS FOR SHARING
This trick is so useful for a variety of things ex) handles for vase
Right now 6.855+ Trees has been modelled, Grant also you make the world a bit beter! ^^
Hey thanks for the tutorial. That way of shaping the tree I’ve never seen before and it’s a really cool trick.
An absolutely amazing tutorial for complete Noobs for me, you my friend got a new sub!
This is so great! I was thinking of doing something similiar like making a mobile game and then donating through global givings api to tree planting charities, but the conversion wouldn't have been no way nearly as efficient! like a big chunk would have gone loss, like apple/google taking a chunk, global giving taking a chunk, that like it would have needed 10 $ for a tree or so... 1$ per tree is so fucking awesome! so happy you made me aware of this! thank you
nice :)
Cool little trick I learned from one of Imphenzia's (another great Blender master for beginners) videos: if you change the Snap With to "Active", you can just Shift + RMB to change the location of 3D cursor to top of another branch, Shift +D to duplicate the icosphere and Ctrl + point at the top of the branch to snap the duplicated icosphere to the new location.
This guy is a badass, perfect tutorials for blender
I had no idea there was such a better way to make trees! That is so freaking quick! Thank you for sharing this! Defiantly looking forward to making my trees for my game. ^ ^
Thanks :)
@@grabbitt Np! :)
thx I was looking for a quick and easy way to make trees
Thank you! I love your tutorial and...your voice! Tender and calm. Thank you :)
man this video was awesome!
I love how to the point you are and I especially loved that you threw little tips in there like the create a new instance thing. hadn't heard that before so thanks!
Thanks :)
I learned more in 5 minutes than in full 30 mins tutorial LOL!
Very good (perhaps one of the best ) tree modeling tutorial. 👍👍
thankyou i'm making antlers and i used this technique.
Excellent tutorial. I like your calm but concise way of explaining things. You don't talk too fast and you are very beginner friendly in your explanations. I learned so many new skills from this one video. I am only learning in order to design things for 3D printing, but the majority of this video was relevant for me. Thanks very much. New sub from me. :D
I just realize using your technique to sketch is much easier for me to animate, thank you so much
You're my favorite Artist. Very well explained and pro tips. Thanks a lot.
Just a neat little trick with the Skin-Mod: in the Properties Sidebar [N-key] you can review the numerical values associated with each vertex' skin radii. They are called "Radius X" and "Radius Y" and sit in _Properties Sidebar [N] > Item-tab > Transform-section > Vertex Data_ below the Bevel-Weight bar. Checking the numerical setting can be useful in case a node in the branch-structure has the wrong thickness and you don't want to under- or overscale it.
Additionally Ctrl+A's Skin-Rescale is implemented like a normal tool. This means limiting by the X- or Y-axis works just like the regular Vertex Transformation Tools and even the Proportional Editing Tool [O-key] can be used to scale neighboring vertices quickly. So the whole trunk can be done in as little as one single re-scale.
If anybody wants the tree models in a unified mesh:
1) Object Method: add the icospheres in Object Mode as separate from the trunk and unify them by adding a Boolean Modifier to the trunk, set to Union with the icosphere selected as the Object in the dropdown-list.
2) Mesh Method: pull the foliage-bubble away from the branch, inset [I-key] a smaller face on one of the foliage-faces near the branch, select both the face on the tip of the branch and the inset foliage face and bring up the Edge Quick Menu [Ctrl+E] to connect them with Bridge Edge Loops.
Nice idea thanks :)
Another good trick for low-poly modeling in particular is customized quick access to merging: since Remove Doubles has become _Mesh > Clean Up > Merge by Distance_ I've bypassed it [RMB to bring up context menu with the desired shortcut-target selected] via the Quick Favorites menu [Q-key]. That way I can quickly grab vertices or edges, edge-slide them [G x2] into other vertices and fuse them.
Another good addition is _Overlays > Geometry: Face Orientation_ as a convenient reminder for beginner to keep models clean.
*Low Poly Douglas Fir*
Ref. woodyplants.wdfiles.com/local--files/pseudotsuga-menziesii/pseudotsuga_menziesii_tree.JPG
The Douglas Fir's foliage is less fanned out than the 3rd tree in the video and its needles hang in heavy clusters from its branches. Yet the species maintains a strong, majestic appearance thanks to its upward-swept branch-growth.
An elegant low-poly approximation is a banana with a boomerang cross-section:
1) insert a cube and stretch it longer by about x3
2) insert loop cuts for shape definition, this design requires 3 faces for branch length and width, 2 for height
3) grab all width-edges on the front bottom and rear bottom and edge-slide [G x2] them upwards into center-height, then Merge by Distance to remove excess vertices
4) on the front select the upper and lower center face and scale them to zero [Median-Pivot!] along the width-axis, then Merge By Distance again
5) select the two top-faces in the front, the three top-faces in the rear and on the top deck the dead-center and rear-center faces and scale them inward along the width-axis by about 0.300
6) on both sides select the top and bottom center faces at half-length, scale them inwards along the width-axis by about 0.500 and pull them downwards by about 0.800, then on the top select the dead-center face and pull it down by about 0.400
7) on both sides select the bottom center faces at half-length and scale them outward across the width
8) on the rear select the bottom-center edge and pull it upward to form a roughly square top-center face for a well-proportioned branch-attachment shape
You should now have an upwards-swept branch with downwards-hanging needle leaves made of 132 tris. Scale and randomize the proportions to your liking.
To complete the fir, add a tall thin cylinder to serve as a trunk and scale the top circle to taper it. Duplicate the branch and rotate them around the trunk [mind the Pivot-setting]. Insert loop-cuts to provide faces to connect the branches to with [Ctrl+E > Bridge Edge Loops].
The larger lower branches are heavier and have a less pronounced upwards-sweep. If the tree is supposed to tower over other trees with a long branchless trunk-section, extrude the bottom-ring of the trunk straight down because tree-trunks only taper on foliage-sections for reasons related to mechanical stress.
_Then whistle the Halo theme song because you know this conifer design reminds you of something!_
*Low Poly Aloe Vera*
Ref. infogalactic.com/info/File:Aloe_vera_flower_inset.png
The complicated tangling of the succulent's leaves can be beautifully simplified in low-poly style using one of Blender's built-in primitives:
1) insert an ico sphere
2) switch to Vertex-Selection [1], wireframe-display [Shift+Z] and from a side-view [Numpad 1] box-select [W] all vertices in the top half of the sphere, switch the Pivot-Setting to 3D-Cursor-based and flatten the northern hemisphere by scaling along the height-axis to zero [S, Z, 0]
3) switch to Face-Selection [3], grab only one of the flattened triangles and extrude [E] straight up, then merge all vertices at center [Alt+M, "At Center"]
4) repeat for most or all of the flat triangles, tris near the center should be extruded taller than tris near the rim
5) switch back to Vertex-Selection [1], box-select [W] all spike-vertices and fan them out by scaling with Cursor-Pivot along the horizon-plane [Shift+Z]
Randomize the shape to your liking and populate your forest with succulents.
_Then realize that succulents don't look natural next to Douglas firs, erase your composition and model some Mediterranean conifers and palm-trees instead._
hit us with a how too on clothes video!! this was awesome btw i learned so much!!
3d trees just can give vibe of ghibli trees in totoroo
Beautiful methods! I added some Bevel modifiers here and there to soften certain shapes like the ico spheres
i think we starters needs more technique for making low poly trees
love the tutorials.I may do some videos on doing these tutorials because some funny stuff happens lol,Like my ico sphere is one giant sphere with missing faces here and there even when i scale it down,and when i did hte skin mod on trunk i had to scale it down because it was a huge blob of polygons.
Edit: And i found out why my stuff was being crazy.
what did you find as the solution
I need this answer
only tutorial that worked for me thank you so much
Such a high quality video and very informative, thanks!
Great tutorial. Thank you!
I got stuck @ 1:15 when you mentioned ALT-M to Merge. Turns out you don't need to press ALT in 2.9 :)
Thank you so much! now i know how to make a good tree for my game icon! also congrats on your rating for this vid 9 dislikes and 1.4k likes? amazing!
Glad you liked it!
YES, needed this help haha thank you very much :D
Thanks for saying apply and then saying - but make sure youre happy with the tree. I already saved it. :(
I really like the low poly style it’s pretty easy and it looks cool :)
Awesome as always THX so muuuuuuuuuuccccchhhhh!🧡💛💚💙💜🤎🖤
Thanks :)
A simple way, to make trees . . make a square, extrude it and, make two loops cuts where you want a branch, then extrude it from those squares, a branch and, you have a simple, functional tree - -
If u want to use the third tree in a video game make the leaves a little bit thicker or u will have maybe graphic bugs / glitch's and it's anyways better for the performance.
Always come back to this video everytime!
Thanks for the video. Im wondering if you could potentially make a tutorial video with creating pixel art textures for 3d models. As looking online it is confusing as I believe you have to create the model using grid snapping to have the texture clean, but im not sure.
Yes I will eventually
theres a easier way to split edges just go on vertex select select a vertex and hit v
This is amazing, first tree in only 3 minutes
Ok, I've spent the day with trees officially :D This was the final result of the first tree for me: i.imgur.com/EEjl0kv.png
I also did the pine, but that didn't look so awesome at the end. It looks OK from afar though. Check them out in UE: i.imgur.com/qconYzT.jpg Almost sellable :D
I do need to revisit all my models though. It turns out I missed some important thing with all. Location. If you don't put the model to the middle, when you import then try to rotate, it rotates on the center (or maybe misplaced origin), if you scale it, scales my hopping around off the screen etc..
- Apply transforms and modifiers,
- Merge the model as 1 object,
- Set origin to geometry,
- Set the model to world center,
- Pack textures into the model,
- Export as FBX..
I need to work a bit more on best practices, since this can be complicated with more than one texture slots. My final goal is to be able to produce models that can be added to UE as props and foliage to create scenes. I feel quite comfortable with making the models, I'm 20% comfortable with texturing (I'm not really clear on adding multiple parts of my model to the same texture yet. Sometimes I get it right though, but it's guesswork, not knowledge :D)
looking good :)
you misspelled the hashtag, I would reupload for the sake of "fundraiser" info folder
No need, it's in the description. I didnt even notice the one in the video.
i cant see where i misspelled it?
@@grabbitt I'm assuming he means the plural form displayed on the site at 0:12
@@grabbitt It's #teamtrees, not #teamtree
Grant Abbitt in the title of the video
Thanks! Really like your tutorial format
thx Grant, simple tutorial but every time new knowledge
You're really good. Thank you! I would love to watch more low poly videos!
very clear and understandable expression. Thank you
As a beginner
Me: I've done it without watching the video.
Few moments Later After watching the video
Me: Wait he did it on a way different procedure? 👁👄👁
Im not a beginner Im not a pro but this is very helpful thank you Mr. Grant Abbit
Thank you man, I'm a beginner and what you do is just awesome.
Thanks :)
Third one could use some texture painting to make it look very nice
done. what an amazing idea. thanks guys!
Nice
Thanks Grant , it worked for me.
Awesome and easy tutorial. Thank you for this!
I made this model for my game and its amazing :)
Excellent tutorial
Brilliant tutorial. Thanks.
Simple and beautiful
You are the best Grant !!!!
Thanks ! I enjoy this tutorials !
therapist:
2b2t is virtual server, it does not exist in real life
2b2t irl: teamtrees
Thank You
Super awesome tutorial! Thank you, now I can create trees :)
Thanks, it is really fast and beautiful)
Nice work!
This was really simple. Thanks!
Very good tutorial! Thank you! :)
1:15 if Alt + M isn't working, Blender changed it. It's now just M to merge.
Thank you
Can't wait for the low poly world wide to scale oceans tutorial #TeamSeas
Thx so much grant this has really helped!
My man! Fantastic video!
Keep doing tuts :) I learnt so much :) Thank you :)
Thanks :)
Did the whole thing, loved it! best low poly tutorial I've found but ... how do you render? :')
check my beginner series playlist - last video
@@grabbitt I will, thanks! I did figure it out eventually, just panicked!
After brexit I am not so close to GB anymore :( Love your content, keep it up!
Indeed :(
i can't extrude..
edit: got it, i forgot to change the select mode loll, thank you for the tutorial, very helpful.
The technique is definitely about as simple as it gets, and takes just a moment to do. I worried about liking the video though, since it definitely isn't lowpoly, but the algorithm will likely think this is exactly what people look for when wanting to make assets suited for real time applications (as in lowpoly). The result ends up being consistently around 6000 triangles just for the trunk and branches, and the geometry isn't great. I'm really not sure where an asset this complex is suitable, or how else you can phrase the keywords. The technique great for people just starting out, but maybe let people know this is a simple and quick highpoly modelling technique for beginners, not for a lowpoly optimized model for real time applications. I really wish there was a way to cull the results based on intended application, since for just learning Blender for the first time with no intended application, this and other "lowpoly" that is actually fast and simple, yet actually highpoly and difficult to optimize are such a great place to start. Actually finding ways to optimize results is not an easy task, and that is where the gap in skill and learning seems to constantly be occurring. For an asset like this, I'd expect the entire scene to be around 10,000, and we broke that with only a single asset.
great to see you in team trees!
If its low poly modeling, then you should show wireframe on shaded mode
10 / 10 You are a master!