Hello! You are in Emiliusvgs
In one of my previous videos, I talked about how to
create buildings in Blender for later use in Spark AR.
Now, I'll add trees and other elements
in order to create more realistic city scenarios.
With this we get the filters to be much more striking.
As always, I leave my files on my Patreon! Are you ready? Let's get started!
To build this scene we must go to Blender.
Specifically to generate trees
we need an addon that already exists on the platform
but is not enabled yet.
We go to preference and search for "sapling tree gen" and we enable it.
To learn more about this addon we can enter "documentation".
Here we will find all the necessary information to create this experience.
Ready we have everything we need to do it
We will go to the option "add"
and then to "curve" to enter "sapling tree gen".
A primitive tree will automatically appear.
We enter this option and all the necessary information will appear to modify its characteristics.
For example we can modify through the "custom shape".
We can also generate "random seed"
and generate various configurations.
For example an important point is to show the leaves.
That's why we go to "leaves" and then press "show leaves".
In this section we can also modify its shape.
We can also increase or decrease the number of leaves.
When we return to "geometry"
we can also modify the branch rings
and well continue playing with the "random" element.
Now we select the entire structure and move it to generate another tree.
We will play with its multiple actions to see all the variations.
In addition I also included different examples in "load preset".
We select the "japanese maple"
and activate its leaves.
We are going to increase the number of leaves.
Ready, we move it and then generate another tree.
But before doing that,
if you haven't noticed it yet... this is a curved element
but it does not have mesh, that's why we need to convert it.
Therefore we select all its elements.
Check that everything is selected.
I recommend that you use "SHIFT".
Now we go to object and then option "convert to".
We choose the mesh option.
The symbol has changed.
We will do the same with the other tree.
We return to the previous tree and select it.
We enter its material properties,
in the "editor" mode.
Therefore we use TAB.
Then we will create a material.
Then we assign.
Based on color we will choose a dark color that simulates the color of the trunk.
I do not use texture this time to not increase its weight.
To see these changes we will see in "texture" mode.
Now we will add color for the leaves.
I select them.
We create a material and assign it.
I will use a dark green. It looks very good.
It looks decent. We'll do the same with the other tre
Now I'll replicate the same process to create more trees.
in order to export it to Spark AR
We need both the leaves and the trunk to be a single mesh.
For this we select them.
We go to "object" and then to "join"
or better known as CONTROL + J.
It's ready!
We leave this other tree as it is
because it has no leaves, there is no way to connect it to another mesh.
That's why we use it to export it with the Spark AR Toolkit.
We press N and see the side menu.
We reduce its scale
and we also reduce its triangles.
We are going to position it in "botton"
and export it.
Now we will also optimize this other tree.
We reduce the triangles
and we decrease its scale
and of course we position it in botton.
We are going to do the same process with the other trees,
that is joining two meshes and optimizing them to work them towards Spark AR.
As I told you at the beginning, to create the city scenario,
we are going to create a building but I want to make a different building.
Like a castle, of course a castle in the city.
We use the addon "building tools".
In a previous video I talked about it so now I will make a summary.
I create a floorplan.
I will use the H-shaped form.
In edit mode we are going to work with face select
and for example I select this part and add one more floor.
Select this other one and I'll create a floor for it.
Let's continue creating in fast motion.
You can combine other blender functions to create more interesting buildings.
For example I select this element and modify this face.
That's it! What do you think?
We can keep making some adjustments, like adding a door and a large window.
Now it's time for an important part: the textures
I use textures.com, it's very good
and there are several free options ... it's a good place to start.
We search for "castle" to choose a stone texture.
Like this!
In blender, we click here to visualize the textures.
We select the castle and create a material.
In editor mode, we will assign that material.
We will no longer use the base color, but
we will go to "uv editing".
We import the texture.
We will select UV and click on UNWRAP,
nothing appears yet because we have not selected the castle.
When that happens we will see the orange color in all the structures and in the mesh.
We are going to scale the mesh.
Keep in mind, perform well this texturing process. You'll know what I mean, later.
We are going to shader editor to connect the texture through the image texture.
Now we are going to layout! and you will see how it looks.
We are going to select the door and create a material related to the black color.
Then we are going to select "slabs" and we will put it in another color.
We also select the window and it will be black.
As a final modification ... the highest part of the castle will have a yellow color.
Now let's export the file with Spark AR toolkit.
In SPark AR we will use plane tracking.
I drag the file
and now I upload it to the placer hierarchy
what! what happened!!! let's go back in time.
In blender everything looks normal.
We select a part of the castle and go to UV editing.
We will see that the selection is above the texture.
That's why in spark ar it looked so bad.
Let's unwrap.
Ready! This changes everything!
We will carry out the same process in each part
of the castle independently and we will fix it.
Do this process well because it is very important.
Now we go to Spark AR.
We drag the castle towards placer.
and we'll see the texture well. This looks much better!
We will increase its scale.
Now we will import two trees.
They will be in the placer hierarchy.
We will see how much it weighs.
More than 2 megabytes, it is not so efficient.
Therefore we will only select a type of tree.
We will multiply the tree.
We distribute near the castle.
We can customize as you like!
By using a single tree the weight of the file will be much lower no matter how much you multiply it.
Let's try it!!!
The castle is ready. Make way! We can improve the finish of course!
But that depends on you, especially
because with the building tools you can create more realistic buildings.
What did you think of the tutorial? If you liked it,
give me a big like and subscribe. This is all for the moment.
Emiliusvgs says goodbye!
See you in the metaverse. Byeee
