Video summary
In this comprehensive guide, Zachary demonstrates how to recreate the "Flax Bed" minigame from *A Tale in the Desert* entirely within Neos by meticulously constructing each component from scratch. The process begins with modeling a bundle of harvested flax using cones and cylinders to represent straw, applying bark or wood siding textures with adjusted scales for a linear appearance, and tying it together with torus-shaped ropes. He then builds individual bricks for the planter walls using boxes sized specifically for a 2x2 grid layout, utilizing the "ZZ Tune" material system for sandstone textures and resolving rendering artifacts like z-fighting by varying Z-heights between adjacent blocks. To ensure the entire structure functions as a single movable unit, he removes default grab components and manually adds them to the parent object while establishing a central pivot point for precise internal positioning.
The construction extends to creating a realistic dirt patch by building a box that becomes part of the surround, resizing its procedural mesh via the Size property to prevent texture distortion. A custom material is applied using ground textures, normal maps, and height maps adjusted to 0.03 to achieve a bumpy surface, with slight axis adjustments ensuring the planter bricks fit perfectly. Wooden stakes are crafted from thin cylinders textured with bark-like materials and arranged in rows of three, then rotated on multiple axes to create a handmade, slightly wonky aesthetic. Cross pieces are added as thinner cylinders parented to these rows, also textured and rotated for variety, while high-poly plant models imported from Sketchfab replace low-quality built-in assets. These plants are enhanced by enabling dual-sided rendering to fix invisible leaf undersides and implementing fade-in effects through alpha blend modes, with violet flowers attached using custom tune materials before multiple instances are duplicated and scattered throughout the scene.
To finalize the minigame, the creator focuses on adding weeds and seeds to complete the garden ecosystem. A weed asset from Sketchfab is imported with its metallic properties removed or adjusted to appear dark brown and sickly, while its scale is manipulated for a weedy look. Interaction logic is refined by replacing default grab components with an "Object Root" tag and setting materials to alpha blend mode so that harvesting one weed causes all scattered instances to disappear simultaneously. Seeds are prepared by rotating assets to stand upright and adding them as children under a dedicated folder within each flower plant, with their materials moved to shared locations for script control. With the static assets for flax, weeds, and seeds fully organized and configured, the project is ready for the next phase: writing logic scripts to bring the functional game mechanics to life.
Read the full video transcript
hi i'm zachary
and this is neos i'm going to show you
how i built a sort of a mini game
that was taken from a tale in the desert
link down below for that and how i built
it completely in neos
so let's take a look at the game first
okay so let me spawn out uh the minigame
for my inventory
okay so we can see that it's this uh
planter
sort of thing and then a plant
sort of appeared now this is flax and
the idea is that you want to
grab some flax or make some flax now a
weed just appeared
and i'm just going to leave it there
and then something else appeared
um this seed and if i grab the seed it
goes one flax seed clearly i'm on the
wrong side
to view that message and then another
seed appears
and i can grab it and it says plus one
flax seed
so the idea um behind this is you would
plant one of these seeds and you would
get one of these planters
the plant would appear the weeds would
appear and then
you could get some seeds from the plant
and that way you could actually create
more planters to get
more flax seeds and what's left
at the end is just a flax seed
and then you can pick it up and you get
plus one flaxseed
now let me also show you uh what happens
when
i when i do pick the weed
okay so here again let me see if i can
get to the correct side okay so here is
the flax plant and then the weed is
going to appear
like here so i can grab the weed and
pull it
and it disappears now you would wait
some amount of time
and the weed appears again so i'm going
to pull it again
and then okay
so what this actually is
ignore that tool in the background here
um what this is what this represents is
sort of a bundle of harvested flax
and if we look at an
image from the actual
uh tail in the desert game this is not
exactly flax this is what a bundle of
stuff looks like i think this is straw
and i think the flax has a sort of a
bluish color
so that's uh that's pretty much that
so that's the game um i thought it was
interesting because it was pretty
self-contained
uh aside from an inventory system which
i didn't bother to
implement uh but it was all built in
neos
so let's take a look how we can do that
okay so i thought that i would start
with something
relatively simple so let's go into
smooth pov
so you can see what i'm seeing this is
my video capture
device and this
is the thing that we want to try to
reproduce so i said earlier that this
was kind of a
bundle of stuff this represents straw in
the game
we can use a different color something
something blue
okay so um let's reproduce this
uh it kind of looks like
some cones so if we open up
the inventory and we go into essential
tools
and grab the dev tool tip
okay and let us create a new 3d model so
these are all
basically the the solids that we can
create so there's box capsule
and so on um so there's cone so let's
create a cone
all right so it has created just this
gray cone
uh that's fine to start with um
so what we're going to do is let's start
with the bottom
so i'm going to uh secondary select
and then oops
and then open the inspector so here's
the cone
here's the cone mesh so we can specify
the height
the radius at the base the radius at the
top
and the number of sides so
let's uh let's see
so this is going to be fairly small so
let's start with a height of
0.1 and let's change the
base to like 0.1
okay this is probably too small so let's
go ahead
and change the radius base to point
two and the height to something like
point two
yeah i i mean i guess that's okay um
so the next thing that i want to do is
um this is
kind of a boring uh thing
boring color it's just gray so what i
want to do is i want to change
the material now right now the material
is just this generic pbs metallic so if
i look at it
there's basically nothing so
what i'm going to do is open up
the inventory and go to neos essentials
and to materials now
this material over here it kind of looks
like the rind of a watermelon
i don't think we have watermelon in here
somewhere and
i'm not sure that i want to use
watermelon i want to use
i don't know just something that's
reminiscent of straw
[Music]
so let's try bark is usually my go-to
for sort of linear features um
let's try oh i don't know let's try this
material okay so there's my material
so what i'm going to do is i'm going to
hold the material in one hand
and i'm going to click
on the material in the mesh renderer
with the other
okay and that's what we end up with um
for now
that's fine it's just something that i
want to be able to see
better against the background rather
than gray
eventually i will change this but for
now
let's just keep it like that okay so
next we need
uh the other part um the other part of
the bottom
so it's another cube uh it's another
cone
so let's create a new actually let's do
this
so i have this root cone here now what
i'm going to do is i'm going to hit the
up arrow which will create a parent
and i'm going to rename it bundle
okay so that way we're a little
organized now with the cone
um because i wanted to have basically
the same material i can just make a copy
of this
with the square with the green square
that creates a copy of the cone now i'm
going to click on the copy
and i'm just going to rotate it let's
see
so the red arrow is x
so i'm going to rotate it 180 around the
x-axis
okay and there it is and i can move it
up and down by grabbing the green arrow
so basically what i want is this to be
roughly my roughly half my height
because i want the bundle to be
approximately my height
so that's that the base
should be the same as the the bottom
so i just need to extend the height
so let's call it i don't know is it 0.5
more uh 0.8
more how about just one well it
definitely needs to be more than that
um actually oh yeah right
so it extends the height both top and
bottom so i can bring this down
maybe like this okay so that's wrong so
the bottom needs to be
fatter so in order to do that
first of all i can change the top radius
to something like .2
well that's no good how about 0.05
okay that's certainly getting closer
0.07
yeah that looks pretty good okay so um
one of the one of the issues though is
that
it's if you look it's extending
down below the base which i don't really
want
so i'm going to change the height again
to say 0.8 now let me
um so okay so here is
okay i still see it below so let's
change it to maybe 0.7
and then raise it up a bit
okay uh let me change the top radius
again
to something like 0.1
okay yeah this is this is looking a
little
closer to the proportions that i want
although the bottom
now looks a little uh it doesn't look so
great so
let me go to the bottom so and this is
you know this is a lot of
uh working in neos is just you know
trying different things
seeing what looks nice so let's see um
the top radius let's change the top
radius to 0.1
oh that's looking pretty good okay
it yeah i think this is pretty good
um let's just leave it like that
okay let's check the bottom side doesn't
look like anything's going through
so i think that's pretty good now the
other problem
is that the other problem that i want to
solve let me deselect all
is i want to grab this as a unit right
so if i currently grab
one of the items well that's no good so
let me
undo the grab so what i'm going to do is
on the cones themselves
there is a grabable and i'm just going
to delete the grabbable
and also on the other one
okay so now the problem is that i can't
grab it at all
so what i'm going to do is i'm going to
go up to the bundle
i'm going to attach a component this is
transform interaction
grabbable okay and now
um i should be able to grab the entire
thing
but i'm not why is that
um why am i not
able to grab any of this is it because
of the collider
is it because i have no collider oh wait
there we go
okay uh maybe it's because i have the
selected yeah
okay that's right it was trying to grab
the the arrows because i have the
the dev tool tip right right here so
there we go
i can place it on the ground
just like that
great okay so the next thing is we need
to
flip the shape basically so
what i'm going to do is
i'm going to rename this should i rename
this
okay so here's what i'm going to do i'm
going to click the yellow star
this will create a new child and i'm
just going to call this
half
and then i'm going to take the cone grab
it into the half and take this cone grab
it into the half
and now i can duplicate the half
duplicate and then go to the duplicate
and rotate it around the x-axis
180 degrees and move it
up
something like that i think that's
pretty close
i can probably fine tune it by
typing in the numbers themselves okay so
there we go
it is about my height
the bark doesn't look so great
and i'm not entirely certain that uh
the the short cones look
okay um i think i'll just leave it
it doesn't have to be exact to this
picture um
i feel that this is just fine so let me
see if i can find
a better material so
let me deselect
and let's go to
materials again let's try
say this one okay
so we'll go into cone
and then we will
okay so that altered the top one it
still doesn't look so great so
what i'm gonna do is i'm gonna go into
the other cone
and do this as well
okay so what i'm going to do is i'm
going to mess with the material
so i'm going to open it up and we're
going to change the texture scale
so right now you can see the texture is
sort of i don't know knobbly or
something so
let's change the texture scale to 0.5
and see what effect that has okay so
that sort of expanded it
let's change it to two okay this is
looking a little more linear
so let's change it to five this is
looking very linear
seven eight
okay so let's go with eight
um let's change the y to let's go
down first okay that just makes it a
little blurry
uh let's change it to two
no okay so i'll stick with one good
enough
the next thing that i want to do is i
want to change the color
so let's see what happens when i change
the color
all right so i'm just changing the color
we want it to be somewhat i don't know
blue
blue-ish
sure that looks okay
okay so that's kind of the
effect that i'm going for um i i really
don't like these
um these uh blotches
let me just see if i can get rid of them
by changing the texture scale again
to maybe 10 15
no i mean it it's basically just
expanding and contracting this way
so obviously what i need to do is change
the y
let's try 2 no go down
0.5 um yeah that's just
not looking very great i can change the
texture offset because i think what's
happening
is the the blotches are on one side so
if i change this to like point font and
you know that
yeah that just doesn't work okay so i
can maybe
find something else so let's try uh
instead of
bark let's go with um
what would
okay um
[Music]
shall we try this material
let's see how this works
okay let's go ahead and open that up
texture scale 10 yeah this this looks
even worse
let's not do that let's
try what
wood siding okay
this has linear features let's try um
this one
and see what it looks like
okay that's actually uh the wrong
orientation but let's see if we can fix
that
um can we fix that
can we fix the orientation of the
material
um it's not obvious to me
how to do that
unfortunately so
now obviously if if i if i knew anything
about blender
i could probably figure this out but i
know nothing about blender
so that is a non-starter
let's see
shingles
now
you
do
foreign
do
so
okay um let's try this kind of
um not exactly rough bark
so what's this bark number one and bark
number four
so i think i tried like bark number i
don't know
what did i try bark number four
let's try bark number one
or even bart no
now let's try bark number one and see
what happens
so we'll go to this cone and we'll go
to the material okay this does look nice
and linear
okay i think there's some hope here so
let's change the texture scale here to
something like 10.
this is looking good let's change the y
to something like i don't know 0.5
yeah that's that's looking nice and
linear and straight
let's also change the
metallic i don't know what that does
smoothness
again i don't really know what that does
there's the height map
if we change this to 0.1
that kind of makes it i don't know
heightier
so you see how it sort of has this kind
of well maybe you can't see it but
um in 3d it does sort of have this
um effect that um
uh these are actual like stalks of
something
so let's keep it like that
okay i think that's pretty good so now
we have this orb which is the material
so let me get rid of this
so now what i can do is i can go to the
neos tools
and i can go to the material gun
that's the mesh tip material tip
okay so let me
clip this tool and grab the material orb
and stick it in the tool
and now i can just point it at
these four items and it applies the
materials
so now i can equip
and get rid of that okay so there's that
oh and unfortunately i didn't color it
properly so
let's go ahead and pull this out again
um let's see if we can
[Music]
do i have a material orb left let me
undo grab objects undo grab
let me just undo until there we go
okay so now i should have the material
back
what i'm going to do is change the
albedo color
to something bluish
sure that's kind of the color that i'm
going for
okay that's right
i changed it on one material and because
the objects
share the same material all of them
change at one so i didn't actually need
this material ball okay
and let me go ahead and deselect and
take a look at my creation
there it is that is my flax bundle but
there's still something missing
and that is these ropes okay so these
are ropes that are sort of tying the
bundle together
well uh a rope um a circular rope is
nothing but a taurus and we know we have
that
so let's go ahead and create a new 3d
model a
taurus there is our taurus
let me stick it roughly there
so um let me double select it
and open the inspector grab the taurus
and stick it in the bundle and then i
can just call it
rope
rope okay so the first thing i'm going
to do is i'm going to try to size it
correctly
so first of all i do want it centered
along the axis
so if we look at the bundle the bundle
is wherever it is
so you know i can grab it i can move it
around the
porsche the the pieces of the bundle you
can see are basically at zero
zero um this one is not at zero zero in
fact i can change
these numbers to zero so this is the y
axis so that's just the offset so that's
relative to the parent so the parent can
move around
but the individual pieces relative to
the parent don't move
so the the y-axis
is this way so the x and the z axis
is along this plane right here so i can
go to the rope
right and i can change the x to zero and
the z to zero
and now it's perfectly centered um
i would just have to eyeball the y-axis
so
let's go ahead and go to the parameters
we have major radius and minor radius
so the major radius is the radius of the
um of the band itself and the minor
radius is basically the thickness of the
hose
or the rope um so
first i'm going to change the minor
radius to something that's more
rope-like
yeah that looks good um and now i'm
going to change
the major radius to something that is
closer to this cone
point one does that look good um
it yeah it could be a little bit bigger
so let me go ahead
and make it i don't know 0.11 sure
that looks great that looks good
okay i can probably stand to
move it up in the y-axis just a tad
so let's try i don't know 1.35 no that's
too much
1.32 that looks perfect to me
okay so that's the rope holding the top
together
uh i think it could stand to be just a
little bigger
so let me change the major radius to
point 12.
yeah i think that looks good okay so now
we want to paint it with some material
because
gray is kind of stupid and ugly
obviously you want a rope
so let us go ahead and open up the
neos essentials and go to
materials and we have rope here
so we've got our choices of a bunch of
rope
this one rope number two looks a little
steel
this one is quite bright this one is
probably what i should be going for so
let's open that up
grab it and point at the material
okay um
i think it's uh i think it's okay
um you can see by the striations that
maybe
we could stand to maybe change
the texture scale so let's see what the
effect
of x two is
that's better how about three
that's even better what about four
that's a little too much maybe
i don't know that looks fine
okay um do i want to change the
coloration well let's take a look um
oops can i color it something else i
mean it's pretty dark as
it is um
so adding a color is not really going to
do a whole lot
which kind of means that you know maybe
i should have gone with
the the brighter color but uh this is
okay
that's fine
okay so that's the rope
now what i want to do is i want to
duplicate the rope and put it at the
bottom
so i don't need this orb i don't need
the material
so let's duplicate the rope and we're
just going to
grab the arrow and move it down
to something roughly like that
and let's see where it ended up so let's
put the zeros back in here the reason
that that
the x and the z and the scale are not
exact
you can reset the scale to just one one
one is because of floating point issues
and i understand that maybe we're going
to go to
doubles instead of single precision
floats
in practice it doesn't really matter
okay
that looks pretty good let me now
deselect let me
dequip this tool and now i'm just going
to grab
this and take a look at the rope on the
bottom
it looks pretty good to me so there's
our flax bundle now you can see that
there's this
sort of overlap over here i could
probably
um you know what i'm going to take this
rope
which rope is this okay this rope is the
rope on the bottom
and i'm going to put that
let's rename this bottom half
so that i know it's the bottom half and
this rope
is the bottom rope i'm just going to put
the bottom rope in the bottom half
and the top rope and the top half there
we go
okay so um the reason that i wanted to
do that
is that i could take the top half and
just move it up slightly
so let's try 1.41
there is a tiny little gap so let me
make it
one 1.405 um
i can still sort of see a little bit of
overlap
1.406
407. again i'm just eyeballing it this
looks good
so so again the reason that i put the
rope
in the half rather than separate is so
that it will move
along with the top and
that is that so let me deselect
all move this down
here okay
now if you look at the xyz coordinates
of the bundle as a whole
you will see that y
is at point 1 and i think that is
basically
the half over here what you could do
is you could add another parent and then
um
like move the bundle offset it so that
the bottom
is sitting on the ground um but
you know because the ground is just
going to be zero
i guess it doesn't really matter so
that's our flax
so i'm going to now call this flax
bundle
flax bundle oops i put a couple of extra
spaces in there
okay i think my trigger is kind of
trigger happy
and now what i'm going to do is i'm
going to go into my inventory um
inventory i'm going to make a directory
and i'm just going to call it um planter
okay now i'm in there now i'm going to
take grab the flax bundle
with one hand and click the plus with
the other
and now i have saved my flax material
my flax object so i can spawn it out
and i can spawn out as many as i want
and you will see that it appears
sort of right in front of me i don't
know what the criteria
is for spawning objects
if i move this way yeah it kind of
spawns in the same place relative to my
head where i'm looking at
um these kind of look like pillars don't
they that's kind of
kind of an interesting look but anyway
so
that is putting together the flax bundle
so
the next thing that we're going to
tackle is the planter itself
and actually my recollection was just a
little bit different
i did actually find a picture of
the flask item from the
tail in the desert game so let me just
show you that
so let's see um
flax
image there it is
so that is the actual image of the flax
so you can see
it's even more watermelon like it's it's
very
green so i thought that
i would try just finding a watermelon
texture and sticking it on these things
to
see what it looked like so i went online
and i found a texture image
so let's load that up the original
texture image
was like this
and of course we know that we need it
vertical so i just
went into my image editing program
and i rotated it 90 degrees to give us
this okay so
let's go ahead and
so let's go ahead and make a material
for this
so what i'm going to do is i'm going to
create a new material
and instead of pbs i'm going to use
um i'm not sure how you pronounce this
chassis
cxc z tune
uh so i'm just going to use this
oops did i uh screw that up yeah okay so
here is my material and now all i have
to do is
take the image and with either i can
take the other hand
and stick it in main texture or i can go
through
main texture and click
and there is my texture right there
so you can also apply a normal map
a metallic gloss map and a mission map
i have no idea what any of this stuff
does because again
i don't really have any you know 3d
art backgrounds so i have no idea what
this is um
so i'm just going to leave it like this
it's going to look a little you know
maybe toony instead of
3d ish but
so let's see um i'm going to bring
up my
inspector for one of these flax bundles
let's see which one it is
it's uh this one right over here
so now what i'm going to do is i'm going
to go to
let's say the top half and i'm going to
recolor this
and see what happens
okay as predicted it kind of looks like
a conical watermelon
so now what i'm going to do is i'm just
going to go
into the material and i'm going to
modify the
texture scale so let's go to 10 and see
what happens
wow that actually really looks
a lot better i think obviously it
doesn't look like it does
in the original game
the original game probably looks more
like
this of course you know now you can sort
of
see the the edge when it wraps around
can try
fixing that by
well i don't know if you can fix that um
but in any case
i think i think this kind of looks like
um a bundle of of
things you know even this looks better
um it looks like a bundle of of colored
straw
so let's just go with that um
how about the other texture axis the y
uh what happens if i go like 0.5
looks interesting
i don't know i i guess i kind of like
this better one
what happens if i go to two um
that looks even more interesting
how about 1.5 sure let's just let's just
keep it like that
okay now that i've done that i've got my
material orb and i can go onto
all the other items and change them
as well
okay and now that is what it looks like
unfortunately the divide between the top
and the bottom half
you can sort of now see it
again i don't there may be a way to fix
that okay
let's go to the cone so you can see
let's uh so you can sort of see that the
that really all that needs to be done is
we need to rotate the bottom a little
bit
um so we can
go into the bottom half and
rotate around the i guess it's the
y-axis
by a tiny bit
that actually looks pretty good so let
me deselect so that we can see it
again it's uh it's not perfect um
we can see a little bit of a seam but
um you know if you go a little bit
farther away
maybe you can't see it so well so so
there's our bundle of flax
that's actually looking pretty good i
wonder what it looks like from the top i
can't really see it so i'm going to go
into fly mode look at the top
sure i mean they didn't do such a
fantastic job with the top either
this is fine you know nobody's gonna
really
complain at least i sure won't so that's
it that's my material orb
what i'm going to do is i'm actually
going to save it
in my inventory under planter
because why not save there we go
so now i've got that and i'm going to
save the new flax bundle
let me delete the old flax bundle
and there's my new flax bundle so there
we go
that is the final version of the flax
that i want to end up with
all right so now that we've created the
flax we're going to move on to
making the planter after we do the
planter then we will
look at some of the plants that appear
in the planter and then
after we put together the planter we'll
look at some of the plants that go into
the planter
and then finally we'll start working in
logics in order to make the actual game
work
so for now let's take a look at an image
of the planter
okay so here's my uh my file browser
and they called it actually a flax bed
so let's go ahead and take a look at
this
okay so it looks like um kind of this
kind of sandstone thing bricks
around the outside
here um there are these
sticks over here
so one two three sticks and i assume one
two three sticks also
there are these sort of like cross twigs
and then we have these flax plants
growing up the flax plants look kind of
like these
stems with these violet flowers on top
now if i knew anything about blender i
would probably just
make this as a mesh and then texture it
um using
you know 3d art magic but i have no
power
so we are going to build these out of
the basic primitives
so the bricks are obviously going to be
some sort of cube
so let's go ahead and take a look at
creating
a 3d model a box okay
so here is my box
i'm going to look at it with the
inspector and
once again we can see that we've got
parameters size
and there's also uv scale and i believe
that has to do with
the scale of the um
of the texture that you put on the box
so
i'm first going to size this
approximately um so let's see
let's just put it on the ground
and you can see that um the grid in this
sort of grid world
um is if this is a one across then the
the the major grid is one by one
and the minor grid is 0.2 by 0.2 so
that's kind of convenient
um so let's do that let's change the
rotation to
zero okay so that it's not actually
rotated
so that you know it's sort of aligned
with these things
um and then for the bricks uh let me
just take a look at this
so we need to decide how big this is and
how big this is is going to be based on
how
big you are um it
if i look down at myself um
you know i'm thinking that maybe the
planter could be three by three that's a
little too big
how about a two by two planter i think
that's fine
so uh if this is two units across
uh then how big are
each of these bricks um so
let's say one two that's three
that's three and a half full bricks so
um three and a half full bricks
so that would make each brick
about i don't know
i don't know math but luckily there is a
tool
that you can use um
[Music]
in my public folder
under gadgets there's a calculator
it's a reverse polish notation
calculator which means it's stack based
so you can't just do 9 plus 9 you have
to do 9
enter that puts 9 on the stack and then
9
plus so basically this is
2. let me get rid of this
and equip this okay
so it's going to be 2 divided by
3 and a half so 2 enter
3.5 divided by
so each of these bricks is 0.57 let's
just make it 0.6 to make things easy
okay so let's get rid of this
okay so each of these bricks is 0.6
across
so not going to mess with the scale i'm
going to mess with the size of the mesh
itself
so in the let's see so in the
z direction we're going to make this .6
there we go how big
are these bricks well they kind of look
like they are
about one quarter of that so
uh 0.3.15
say so that means in the x direction
it's going to be
0.15
okay so that's my brick here
and how tall are these things um
honestly it doesn't matter too much
because i can just sink this down into
the ground
but let's just make it also about 0.15
okay that
is my brick now we need to texture the
brick
okay so this is some sort of a sandstone
looking thing
so let's see if we can find something in
the neos essentials
see if we can find a material that is
like sandstone
is there stone no is there
sand stone there's rock
okay i mean this could be something uh
let's take a look at
this rock number nine
okay it's kind of darker than
than it looks in the materials and i
think that may have something to do with
the lighting let's take a look at this
one
this is kind of grayish
um this is also kind of grayish um
all right so let's try this and then
we'll see if we can
um just sort of modify the the result so
stick that on there okay
so let me go ahead and pull this a
little closer so that we can see it
we can change the uv scale
to be the same as the size
so that looks i don't know a little
better a little smoother maybe
let's go into the material and see if we
can mess with
the color
make it i don't think we can actually
make it oh we can make it lighter
there we go
give it a nice sort of sand stoney
color sandstone is a little more yellow
i guess
how about that i guess that's okay
i'm not too pleased with it um we can
again we can change the um
[Music]
we can change the texture scale so i
think i think the texture scale
is different than the uv scale here so
scale uv with size
sounds like what i want i guess
um again i don't really know anything
about
um about 3d
modeling so let's change this to
two three
four i don't know eight
i really don't know what i'm doing 20
okay yeah so that sort of stretches
things out
so let's make it like uh maybe we don't
want scale uv with size
um and then in the y what's like this do
that's kind of interesting i'm i'm i'm
really not happy with this
okay so we're not going to do that um
maybe we're going to go with this sort
of rougher
texture
this is looking hopeful all right let's
open up the texture
let's get rid of this ball
okay so um
it's interesting that it sort of shows
up um as
this albedo texture here okay here's an
idea
um let's go with the um
let's make a new material
and use um
zz tune and just take the texture and
put it over here
take the normal map and put it there
um is there like a
the equivalent of a height map i guess
not
okay and let's use this
and put it into
the brick and see what happens
okay see now um
the color is not quite the same
i don't really understand why blend mode
multiply transparent alpha
again i i don't know what any of this
stuff does i i guess i can change the
color
to something a little more sandy
it's really hard for me to judge color i
mean there's the color right there
so maybe what i can do is try to match
the color like this
i'm getting real close
i think that's about the best i'm going
to do
i can also change the brightness on this
to something like that
how's that
i think that's pretty reasonable for a
brick okay
um so what i'm going to do now is i'm
going to take this
and i'm going to save it in my inventory
oops
that's the legacy inventory so
planter
save that so that's my brick
texture
okay excellent i have got a brick
i don't need that ball anymore okay so
now that i have a brick
again as before i'm going to create a
parent
and i'm going to call it um
i don't know let's call it the surround
okay that way the surround is wherever
it is and the box
um this is the this is the zero zero
point right there
that that little yellow dot
right there that's the zero zero point
of the uh
of the planter so let's
um create another box
and put it next to it so i'm going to
duplicate the box and bring it out
okay now in order to sort of simulate
this seam
um i'm probably going to
make these blocks a little bit smaller
so let me go and delete the box that i
just created
so instead of uh x
uh no the blue axis is z so instead of z
being .6 i'm going to make it like
.5 what point five
six okay now what i can do
is i can duplicate the box i didn't mean
to do that let me undo that
take the box and duplicate not delete
and then here what we want to do is move
it over
by
um here's the position
here's this box um surround let me reset
the rotation on that there now it's
perfectly aligned
okay here's the original box i can
put this at zero and zero and
let's take the z being also zero
okay that puts it there then i can take
this box
and put it at zero zero and then the z
should be at remember it was point six
so if i do that i mean that gap is kind
of huge isn't it
um so let me maybe change the gap
to like let's go to 0.59
and we'll make this 0.59 also okay
so i think that's probably more
reasonable okay
cool so uh we've got a third one so let
me duplicate and move over
so instead of minus 0.6 it's minus 1.2
there's number three and then we need a
sort of half
half brick um
so i'm going to duplicate the block
duplicate the box move it over
i guess by minus again minus 0.6 so that
brings us to minus 1.8
okay move my video
out of the way and now we need to make
this
a half a brick so instead of point 59
instead of 0.6 it's going to be 0.3
so let me change this to point
3 sure
and then 0.3
so i'm changing the uv scale along with
the size
to ensure that the pattern sort of
roughly matches
now we can move this over a little bit
so it
it will end up roughly there with a
little gap
um so let's make this
1.65
is that reasonable
sure and then this would be zero and
this would be
zero again the reason why they are not
exactly zero is due to floating point
errors
um which is a problem if you actually go
out like you know ten thousand units
um these errors will actually start
adding up
um because they will multiply okay um
i think that looks pretty good so now
let's so instead of calling this a
surround let's call this a surround
side so
i will want actually this gap is not the
same
i don't like that
six uh two
six five six six
six five five sure okay
i think that works works out a little
better okay so d
deselect uh that gap does kind of look
like that gap okay
so this is my surround side so again i'm
going to make a parent
and i'm going to call the parent the
surround
now i can simply duplicate the surround
side and then
rotate it and move it let's see
root so do this
so we're going to rotate around the
green axis
which is y by 90 degrees
90 degrees okay maybe the other 90
degrees
right because i want that half brick to
be on that side
um so that it's not on this side okay
and then
i'm just going to move this roughly here
roughly here and then i'm going to look
at these numbers and i'm going to say
okay uh well obviously y should be zero
[Music]
and let me deselect and take a look at
how it looks
okay so you may notice this effect here
right over here this is called z
fighting
so it's when two surfaces have exactly
the same z
uh z height um well in this case y
height but it's called z
fighting because traditionally z would
be the height
and they are coincident so
neither surface sort of knows which one
should be
on top so they end up basically kind of
alternating almost randomly so that's
what you're seeing right over here
so the way we can solve that is we can
simply take this block
and make it smaller so let's go ahead
and grab this block i will open an
inspector
okay so now we need to make this smaller
now unfortunately i can't just drag one
side
um so the size is
um in the z axis is probably going to be
more like
point four maybe
it's going to be a little bigger 0.45
a little smaller 0.43
it doesn't have to be mathematically
precise is what i'm what i'm trying to
trying to get at because you know this
is more artistic than anything else
okay i think that looks pretty good
so let me deselect so that i can take a
look at the oops
no deselect so that i can look at the
effect
okay so now we can see that there is no
z fighting
which is great um we do need to move
this over a little bit because you can
see that there's a little bit of a
little bit of a lip there so let's see
close the box look at the surround side
so this is going to be
um i think it's going to be in the
x-axis
nope it wasn't in the x-axis
maybe it was in the z-axis then okay
1.725
a little more 2-8
and maybe one more two nine
two nine five
yeah that looks fine okay
um great so now i just need to duplicate
this side duplicate
and rotate it um by
close there's the duplicate uh continue
rotating it which means that it would be
at 180. yep
this will go roughly here this will go
over there somewhere
just probably move over a bit
grab my inspector and take a look at
where we ended up
deselect take a look at it um
i can see a little bit of z fighting it
may be hard to see
which means i do need to move it over a
bit let me re-zero the y
let's change this this to 1.5
5 no 1.51
1.505
1.5055 1.5058
good enough and the position here 1.94
5 7
8 9.
see how that looks i think
five okay that looks good
good enough now again i could probably
you know have calculated the exact sizes
and positions of these things but
you know why bother um
if i can just you know eyeball it once
and it's done
um okay
now we're going to take this side
and now
okay so i think
the problem is if i duplicate this
now i wrote that rotate this by 90
okay and i move it over where we can see
that we're gonna run into z fighting on
the other side
so
actually it's like this
right is that correct
i'm not sure that's that's entirely
correct um
oh yeah right it's supposed to look like
this and the problem is that this block
was the one that i i made smaller so
i'm going to just go ahead and adjust
that block
so i'm going to open the inspector i'm
going to change
its z size to point
45 and i'm going to move it
over a little bit needs to be smaller
0.42
i think it needs to be a little bigger
0.44 actually how
how big was this this other block here
point 44
0.44 okay that's good um
let us go ahead and
[Music]
move it over a little bit
okay that's probably good enough
uh and now we can move this
over slightly let's deselect all and
take a look at the results
okay i can't tell if that's a gap or
z fighting so let me
okay zero out the y
z point two sixteen
point two one six eight point two one
nine point two two
two two five no two two three
two two two
that looks okay um and now the position
1.275
i think that looks pretty good
that looks good okay and now let's take
a look
over here and see what we've done we've
got a little gap so let's
let's fix that by making this box just a
little bit bigger
and moving it over a little bit
re-zero you don't have to re-zero
i just i just like to do that
point eight three
no wrong way seven eight
seven six
six five
uh five
yeah okay
and there is a little bit of a lip here
which means that
i need to go back to this box
and move it over slightly
okay there's a slight bit of z fighting
over here which i can probably get rid
of by just
adjusting the size of this slightly down
great okay that is the uh that's
the surround okay
now this is something that i probably
should have done
um and that all of these boxes are
grabbable i should have deleted the
gravel from the first box
and changed it now i believe
there is in neos essentials i think
i could be wrong in neos essentials
uh in tools
not neos essentials essential tools um
i think there's like a grabable
grabable setter tip
um and if i equip it
set scalable um so what happens if i
click on this that actually sets it as
grabbable
right so i close i remove the grabable
i click on it and that sets it as
grabbable and unfortunately
there's no set as ungrabbable
so that doesn't uh exactly
work so
so that wasn't it you might ask well
can't i
create a tool to do that for me and
unfortunately no because
right now in neos we don't have uh logix
access to individual components
so so the the fact that this tool
was actually able to add a grabbable
component
is because that tool was written
natively
in neos so we don't have access to that
anymore
so okay we will make do by simply
deleting all the grabbables
so
okay now that i've deleted all of the
grabables like i should have done in the
first place
i'm going to go to the surround and add
a grabable
um so
transform interaction grabbable
now what i can do deselect all i can
simply grab the entire thing
and put it wherever i want so in fact i
could
reset the rotation um i could set the y
to zero which as you can see it sort of
sinks it in halfway
that's because the zero point of all the
bricks is halfway through the bricks
so you know i could make this point one
um actually the the bricks were 0.15
so half of 0.15 is point what is it
0.075 and that would just sort of place
it on the ground
now there is a way that you can make the
ground actually a
grabbing surface and then when you put
the planter down
it will align properly
right onto the ground but i'm not going
to do that at this point
okay so that's our surround and there is
our picture of our surround
so it uh it looks you know
roughly roughly correct again you can
see that
the original designer sort of filled in
these gaps with mortar
i'm not going to bother because again
that's you know that's probably too much
detail for this
um but for now
let's work on the soil
so how are we going to make the soil
well the soil
it's it's probably um you can see that
the soil here was uh 3d
uh because it sort of goes down into it
it goes down
into the surface um
i'm not going to do that so instead what
i'm going to do is i'm going to create a
box
um should i use one of these existing
boxes
no i'll make a completely new box so
create new 3d model box
okay box is going to go roughly in the
center
so here's something interesting when
you've got something like you know
when you've created something like this
and you created the parent really early
the zero zero point of the surround is
going to be
well where is the zeros oops where is
the zero zero point of the surround
[Music]
it's roughly over there right
so what you can do is you can create
pivot at center
and what that does is it creates a
parent
so now if i go up one it says surround
pivot
and if i look at that pivot that's
exactly at the center now of course it's
at the center of the brick so but the
point is that
now i can simply say i can simply call
this
surround
there is the calculation of the center
right over there i'm going to reset the
scale
again i you don't have to but you know
it sort of drives me nuts when that
happens
um so this position
uh is actually the center
and now the surround is wherever it is
so i'm just going to call this sort of
surround
offset because really what now that is
is it's kind of the offset of all of
these bricks so
which means that if i take this box
let me uh open the inspector on the box
and i make it part of the surround
and i rename it ground
get rid of this if i rename this ground
you will see that if i reset its
position
and its rotation it's now basically
right in the center of the planter that
is because
the ground box is relative to the
surround
box now
um reset the scale okay
so the next thing i need to do is expand
this to sort of fill
this space so
um the x size let me just
secondary click on this so the x size
i can actually do this like this
so you see these um controls that appear
on the top
unfortunately if i get too close they
disappear
but i can click on this one which is the
resize control
you can see that i can sort of easily
resize this
i can even make it go
all the way almost all the way up to
the ends of the bricks sort of like that
don't need it so high
okay now i can fine tune it by looking
at
the actual scale now this is the thing
um when you're dealing with these solids
um you don't want to scale them because
that will sort of also scale whatever
texture it is you want to
play with the size so i'm going to take
this and move it to the size
okay and now of course it's way too big
because it's it got multiplied now i can
reset the scale
and you can see that the mesh itself so
what's happening is
the mesh is procedurally generated to be
this size
as opposed to procedurally generated to
be
one one one and then stretched by using
the scale
that will also stretch whatever texture
is on it which is not what you want
okay let's stick a texture on it so we
want a sort of
[Music]
groundish texture so let's take a look
at our neos essentials
and see what materials we have to play
with do we have
dirt no um
do we have ground no
we do it we do have ground let's take a
look at ground
what have we got um
yeah i have no idea which of these is
going to end up looking like
dirt um this one looks kind of close
ground number 23.
again it it turns out to be darker
and i don't know whether it's because of
the lighting here or not
so again what we're going to do is we're
going to open up
a a we're going to create a new material
the tune material
i don't know why but i seem to always go
with the the tune material
i used to always go to the pbs
metallic but anyway um
now i can open can i open this orb
yep okay so here's the texture i'm going
to take the texture and grab it into the
main texture
of this um i may as well take the normal
map
too there's the height map
so yeah so the thing about the height
map is that that's what gives it
a kind of 3d 3d look but
you think you think it would be a
thickness map
i don't know what we will do
let me take deselect let me take ground
23 and put it over here this is my
um perspective ground so i'm going to
take it
and put it into ground
and see what it looks like um
okay that was unexpected
i didn't really
expect it to look like that what happens
if i take the original
and put it in there
that actually looks better
i mean it's it's dirty i mean not dirty
in terms of dirt but dirty in terms of
like there's too much stuff in there
so let's um let's grab something else
and try it
okay um that looks okay except it looks
a bit unhealthy
um can i get it to be
browner brownish
so again i want to change the color i
want to attempt to change the color
to something sort of dirt like
which is brown
that's uh that's a little better i think
um yeah i kind of like that
so um
let's see now uh
the normal scale and the height map
again that's going to tell us like how
3d it looks
so if i change that to something like
0.5
it looks a little more bumpy 0.4
if i change it to like .5 obviously it
it doesn't look
like anything so
i guess 0.02 was pretty good
just for fun i'll just change it to 0.03
okay so
there it is now you can sort of see that
it does kind of fill in
the gap here which means that maybe
maybe in order to make it look nice
i can take my ground mesh
and increase it a little in the
the red axis which is this axis so
three maybe a little more five
two point one that's
actually pretty good
okay um and then in the y-axis
uh the z-axis it looks like it just
needs a little bit of a nudge
so let me take a look
in the z-axis so a little bit of a nudge
maybe to 2.08
2.1 2.1 because it's square
right at least it's supposed to be
square okay
um that's looking pretty good let me
deselect
deselect so that i can see oh yeah okay
that's not good oh
yeah okay
that's fine um that's because the uh
sizes of the bricks are not exact i mean
i can
i can you know juke this a little bit
over but instead i'm just going to cheat
and i'm going to make this 2.09
and i'm going to make this size 2.09
look around go around and yeah
okay that's just doing a little bit of a
cheat there
okay that is my dirt patch
so the next thing that we're going to
cover are these sticks
but one thing that i do want to sort of
emphasize is that while we've been doing
this we've done a lot of work but we
haven't actually saved anything
so if you go into session
you can hit save changes and that will
basically save everything
if you want you can hit uh auto save
like this
um and then change your auto save
interval that will actually just
you know auto save everything it can be
a bit jarring
especially if you um
um if you're working on something and
then all of a sudden there's a sort of
like a hitch
in the graphics um and and or like you
know some frames dropped
that's just because it's saving so um
you can do that if you don't feel safe
or you can just hit save changes and
then
you know then you know that you're going
to get a little hitch so
that's just a little uh a little tip
all right uh i think the next thing that
we want to do is
take care of these um these stakes here
so there there are two sets of three
um there are obviously going to be
cylinders so
let's go ahead and create a cylinder
cylinder okay that is a big
fat cylinder we need to make it a
thin long boy so
we're going to open the inspector
remove the grabber from it the grabable
uh okay so where are the parameters
right here
height radius and sides so sides
um you see how some of these sides are
actually flat
this is basically because you don't
render perfect circles in 3d
you approximate them with a number of
sides
the more sides you have the closer to a
circle it is but of course the more
uh polygons you have which means that
the harder your
gpu has to run to render it
so it's always a trade-off and
personally
i don't care so much so let's make this
small
let's change the radius to 0.1
okay that's getting closer uh let me
just
reset the rotation so that the axes are
correctly orthogonal okay
um let's uh reduce the radius a little
more
to .05 that's probably still too thick
let's try 0.02
that's probably good 0.03
let's see what 0.03 is like
and let's see how big should this stake
be so let's drive the stake into the
ground
like that um
i'm gonna say it should be just a little
bigger
like 1.2 now i can raise it up a little
bit
i think yeah i guess one was okay
sure that looks good okay so next thing
we need to do
is texture this so we need something
that looks like bark
so let's go ahead and pull out
first of all let me take this dirt globe
eventually i might actually want to make
the dirt a little lighter because you
can see
that the dirt is kind of almost as
light as the bricks um while here i have
this sort of like dark
coffee you know rich earth sort of color
but anyway that's neither here nor there
go to the inventory and go to my
planter directory and save it
okay that is my dirt
okay so um inventory
neos essentials neos
essentials materials okay so we're
looking for bark
um and bark we've seen before
what about wood
what's wood chips nah
how about just plain old wood what's
this
dylan's sisson pack wow look at all
these bits of wood
huh okay uh sure
let's try this one
okay grab it
put it in the
material and let's deselect
deselect all and
that uh that looks
interesting i guess um the uv scale
in x and y
i kind of wanted it to look a little
rougher
um let me try this material instead
and see what that looks like
okay i mean it's darker but it's not
particularly
um it's not particularly rough
um how about this material here
that's um i can't really tell
i think i kind of like the original one
this one
okay let's uh open it up and see what we
can do about this
because we know that we can change the
height scale which makes
things more depthy
so how about 0.1
um it's okay
it's okay uh let's change the texture
scale
to two see if that does anything
0.5 oh that looks nice
that's looking nice and rough okay yeah
i like this
okay um
sure that looks pretty good i think i
like that
so let's keep that
and now we need to uh duplicate this
several times so first i'm going to pull
out
um let me just click on this and open
another inspector
and go up a level
okay so surround this is the entire
thing
we are going to take this cylinder and
put it in surround
and rename the cylinder as a
stake
great and here is what i'm going to do
i'm going to parent the stakes so
stake row
because basically i'm just going to
place three of them and then i'm going
to duplicate that entire row
and move it so that's why i want to do
that okay so here's my stake
um i want to duplicate it
so duplicate
and now here i'm going to move it to
say roughly i don't know here
that should actually end up roughly in
the center
so if i take the stake row and reset the
position
then if i then this stake this middle
stake
actually ended up in the middle so now i
can just sort of move it over
move it up and move it this way
and then the next stake i know that i
can
reset its position and now it's directly
in the middle
okay where did okay let me put some
nice even numbers here so along
the red axis i want this to be
point six
it's probably too far 0.55 sure
okay and along the y the z axis
0.5
and the y axis is uh wherever it is
so i want this other stake to be
in line with that so
in the x-axis of course it's going to be
0 and in the z-axis it's going to be 0.5
so the x-axis is 0 the y
is i'm going to change that
but this is 0.5
and let's make this point 45
and the y-axis point 45
okay so that's the second stake now the
third stake is basically going to be the
first stake reflected around
um the middle stake so i'm just going to
take
this close stake duplicate it
and then change x to negative
and the reason that works again is that
we've defined the stake row
to be at the zero zero point so
that everything can be sort of
um relative to the center of this uh
whole patch
okay so that's my steak row now i'm just
going to duplicate the steak row
go up a level and now here you can see
that
we're going to move this row
over to something like that
and i guess that looks fine
so um the stake row is at
0 0.
so i guess the fact that these stakes
are at point 55 means that
um this steak row
should probably or this stake
i don't know where should it end up
minus 1.1 maybe
no i think one was fine
that looks good enough okay
so those are our steak rows okay and now
if we take a look again closely um
yeah these stakes are actually um kind
of
like a little they're not entirely
straight
um i suppose i could you know rotate
some of these stakes to be a little
wonky so let's see what that looks like
so here's the stake so basically what
i'm going to do is i'm going to try to
rotate it around the x-axis
so the x-axis maybe by 1 degree
[Music]
this middle one say by i don't know
minus 1 degree
and in
z maybe 0.5 degrees
so that it looks a little wonky and odd
um and then this stakes say i don't know
0.7 degrees
and minus 0.2 degrees oops
minus point two degrees
maybe point two is too subtle how about
one point five
yeah okay uh let's go ahead with the
second steak let's go ahead with the
second steak row
so here's the second steak row and um
we're not giving it any y rotation
because then that would just be you know
spinning the
spinning the thing so here we're going
to make it i don't know
1.6 degrees
and 0.5 degrees
and then this stake
um 1.2
degrees and minus 0.6 degrees and then
this final stake
um one and one
okay let me get rid of this get rid of
this okay so now they
they look you know a little bit wonky um
not quite as wonky as in this picture
but
you know a little wonky all right
next we have these thin sort of cross
things uh cross pieces
so let's make some cross pieces um they
look
lighter and they are thinner and they
are also basically cylinders
so create a new
cylinder okay
there's our cylinder
let's open it up with the inspector
and reset the rotation now what we're
going to want to do
is flip this over 90 degrees so
along the z axis that's the blue axis
90 degrees and now we're going to want
to
change the radius so what was the radius
of the stake
uh the radius of the stake was 0.03 so
this is even
thinner say 0.015 that's half as thin
maybe even 0.01
let me move this
down a bit
say over here
something like that okay so um
let's go ahead and make this cylinder
apparent um a child of the steak row
itself
so there it is now if we look at the
cylinder coordinates we can see that the
position
along the y-axis is 0.73 which is a
little unexpected
um i thought it would be like zero
oh yeah okay so yeah
this is an unfortunate consequence of um
this thing being rotated
so the axis so now so
this green axis is not actually
correct um this green axis
is let's see
it's not the green axis it's the x-axis
because that's the one that's closest to
zero
okay so there we go now it's perfectly
centered
i just need to make it a little bigger
so the height changed to say 1.5
it's a little too big 1.2
sure that looks pretty good
okay um we move this a little
more in so what i'm going to do is i'm
going to have
this cross piece sort of go into the
wood
um now in the picture you can see that
there are these sort of staples
i'm not going to bother with the staples
i'm just going to do this
all right
so cylinder let's just call that cross
piece
cross piece
okay
[Music]
let's go ahead and texture it so it's
going to be basically the same
i think the same thing as this bark
except it's going to be lighter
so um
let's go ahead and grab um
i think it was this material maybe
well we'll make do with this one um
let's put it
in the here
okay let's deselect all now obviously
it's um
it's not the right color
so let's open this up and try to color
it
so it's going to end up being lighter
i'm not sure how to get it to be lighter
though
maybe i should just use one of these
other materials because again
um i think what happens is that the
albedo texture has a
particular color and then maybe you're
just multiplying this so
um there's a limit to what you can do
uh so i'll just take this sort of
that looks pretty light
oh yeah that looks pretty good okay
let's open up the texture
and fine tune it a bit so maybe the
texture
scale could stand to be changed let's
see what happens if i change the x
to 0.5 how about
0.2 that's looking
a little more woody how about point one
that's looking even woodier how about
.05
that's looking less woody
so um i kind of like that
maybe we can change the height map to
like .05
0.1
0.05 looks okay
it doesn't really look quite sticky
um is there anything else with like a
rougher
kind of a texture i mean there's the
there's
this material orb which is you know
dark there's this which is
somewhat lighter let's see how that
works
okay let's see if we can adjust the
color on this
maybe
see i can generally get it to be darker
but
in terms of lightness
basically you don't have a choice
so i'm going to ditch that
and maybe take a look at
this one
oh i like those okay
i like that okay let's play with the
texture a little bit
so let's try um
changing the x texture scale to 0.5
that's interesting and the y to 0.5
to
that's okay i mean unfortunately it just
kind of looks like a machined
dowel again if i were in blender
you know maybe i would make a more
interesting stick but again
i don't know anything about blender so
so that's that
okay um
let's go ahead and just destroy that the
materials are on here anyway
let's duplicate the cross piece and
drop it down to about there
and duplicate the cross piece and drop
it down to about there
let's go up to the middle cross piece
again
bring it up a little bit and the top
cross piece bring that up a little bit
okay that's great so now what i'm going
to do is i'm going to copy each of these
cross pieces
so i'll make a copy and bring it down
into the bottom
make a copy of this copy
bring it down into the bottom and make a
copy of the bottom one
and bring it down into the bottom okay
and then for each cross piece
um okay i don't know what happened but
um so for each cross piece
uh i'm going to change the i don't know
what it is
is it the y let's see
no it's the z so i'm going to
move this cross piece to about
there that looks fine so what did the z
end up being 0.475
how does that look
looks okay i mean it could maybe stand
to be
0.48
no 0.472 0.47
0.472 sure
0.472 i mean i
it's it's kind of hard to place it
because again these these
uprights are now wonky so
um 0.472 so now i just take
the other cross pieces and do the same
thing 0.472
and this one is now .472
all right um let's play with this by
changing the rotation of
x to be like one no
x doesn't do anything um what about y
one degree yeah that's interesting
this other cross piece point
five degrees and this other cross piece
up here i don't know minus
1.3
okay same thing here let's take one
cross piece and rotate by one
next one by
point six and the next one by
minus one sure
so that they look a little bit wonky and
you know sort of handmade okay
i think that's good so let's deselect
all
and take a look at our handiwork
i'm going to go into fly mode
and look at it from a distance
so i mean it looks okay right
i grow vegetables in that
okay this one ended up being sort of
inside
um
let me just take a look at that
it's this top one okay so i suspect
that i shouldn't have messed with the
y-axis but
actually the z-axis so now it looks a
little better
the other ones are they're okay they're
fine
okay um let's go ahead and
save save changes
and sometimes the other thing that i
like to do is just go into the inventory
and maybe save the work as it is now
and you know just give it a version
number so version
zero and then grab it and hit the plus
and there it is there is my surround
version
zero
so i think so i think the next thing
that we need to discuss
is how to make these plants
now in terms of plants you don't really
want to make them out of primitives
because
obviously there's a lot of detail in
here that i'm never going to capture
with primitives
this is something really where you need
a pre-made asset
now if we go into the inventory and look
again at neos essentials
and we look at 3d models we can
find there are there's nature
and under nature we can see some flowers
and we can see oh look there's sticks
huh well look at that
i'm gonna pull out a stick
and i'm gonna
sort of place it over here
how do you think that would look
well uh it certainly would look
interesting i mean i could
scale it
let's see how should i scale it um
maybe along the x-axis
make it a little thinner like point
two i don't know wrong axis um is it the
y-axis
it's both the y and the z-axis so that's
i think way too thin
about 0.5
let's deselect um
yeah i mean that's kind of interesting
and
thin unfortunately
you don't want to use the same stick
because if you use the same stick
um it's it's going to look
ridiculous um i mean it's fine i think
if these uprights
all look the same because they're all
you know pretty detail-less but this
thing has details
there are these other sticks that i
could probably use but
in any case um that's not for now
what we wanted to do was look for plants
um i mean there is a plant
but it's not exactly what we're going
for so we want something that has like a
long stalk with leaves on it
um and if we go for flowers well you
know you can see that these are
basically just tulips
so that's not gonna work there's this
nature asset pack
vines and if we look at that um
that's kind of uh interesting but it's
more like
a bunch of leaves i mean this would be
great if this were like
you know an overgrown thing with like
you know
a lot of i don't know grapes or
something
uh but this is a vine this doesn't
really work
um and what's this this is sort of like
a
something that would maybe overhang a
brick wall so
that's not great low poly mushrooms are
useless for us
we can look at grass here's some grass
these are basically cattails
which are extremely dark green
but again none of this really suits our
purpose
the other place that we can look oh
there's this vegetation pack
um and these are all trees so
i mean it's it's nice that there are
trees but
again not what we're going for
okay anything else uh in here well we
have
um we looked at nature right yeah so
that's what that's where we came from
um there's open game art assets but if
we look at it it's basically just a palm
tree
so um there's one other place that we
can look
and that is the community public folders
right now it's only the creator jam
and creator jam is basically everybody
gets together
like every weekend or every week and
just creates stuff
we can look at 3d models and we can see
if there's anything sort of like
long and stocky um there's nature
nature crops ultimate nature pack what
does that look like
wow that is incredibly low poly and
not good uh how about nature crops well
well there's this what does that look
like oh
yeah that's very low poly okay not what
we're going for
great if you were making a low poly game
but
you know maybe we're not there's also
plants
which are basically just cacti there's
edited whatever that is it's another
cactus scopia um
okay i mean that's not really anything
there's high poly
bushes okay so basically we're out of
luck
so what i would do at this point
is i would go to the website
sketchfab.com
and i would just start looking for plant
models that look
something like this long and stocky with
with
a leaf with leaves on it
and then i would import that usually as
a gltf file
those seem to import best
so i'm just going to do that and see
what we can end up with
so plants i went on sketchfab
and chose one let's import it and see
how it works
okay so we open up the file browser
and let's see i put it in
where did i put it in not plants because
that would be too smart
not models from sketch fab that would
also be too smart
it's um
picture frame old battered this thing
that thing basic game ready plant
that's what it was okay so
um now on sketchfab uh there's a lot of
for pay models but there are other
models that require
attribution so when i do import
something and i plan on putting it in my
public folder i always
type in the credits so that i can sort
of
import them into neos as well so let's
open
scene.gltf
and auto scale and run import and see
what
happens okay so it's imported
it's certainly green and stocky so
i kind of like that now this is a
typical problem with
leaves that i found if you look at this
from the top
or you know maybe from the bottom you
see the leaves
but the leaves disappear when you look
at them from the bottom and that's
because
leaves generally use uh dual sided
um dual sided materials so um the way to
fix
this is like this
um what you do is
you grab your
oops you
grab your dev tool tip
okay um so what we're going to do is
we're going to
create a new material pbs
and instead of the usual
which is pbs metallic
which is somewhere in here i don't know
why i can't see it but
you choose pbs dual sided metallic
okay and then you open up the plant
in the inspector and you open up the
material
and then you just copy over the albedo
texture
into the albedo texture
the normal map copy it in and there's
nothing else here
so i'm going to set this aside and now
i'm going to take
the dual sided material and
put it on there okay so now
if we look at it we can see that the
leaves actually have a bottom
now um it does look slightly different
which
i guess is fine maybe that has to do
with some settings let's see
so this one here was the original
and it's got a blend mode of cutout
this one doesn't actually have a blend
mode
if we do alpha handling
there's alpha blend that kind of makes
transparent leaves and there's alpha
clip which doesn't really
look any different from opaque so that
has no effect
um is there anything else that we can
look at
smoothness i mean it it all looks the
same
so um there's an alpha
cutoff of 0.5
and there really isn't anything else so
i think this is all that we
that we get okay so there it is
there's the plant now what i also like
to do
when i get stuff from sketchfab is go up
to the root which is usually just called
scene.gltf
and you're going to see a whole bunch of
roots
there's no reason for any of this just
take the bottom
uh object which is the actual mesh and
stick it up in the scene
if you look at small plant there's
nothing there there's nothing there
these are just translations and
rotations so
you can actually just delete all that
stuff and now you're left with something
much nicer so you're left with a parent
and
the mesh itself along with the material
so let's just call this the mesh mesh
and the scene we will call
um what was it
it was basic game ready plan so i'm just
going to call it
basic game
ready
plant okay the other thing i'm going to
do is i'm going to go to the mesh
and let's see there is actually no
grabable on here
uh the grabbable is at the top which is
just fine
there's this tag that says object root
that tells
that that tells the game somewhere i
guess that basic game ready plant
is the root of an object and i'm also
going to attach a component
and you should always do this if you
have something that you imported that is
um
that requires attribution for example
creative commons
attribution um you go to where is it
is it um
well is it metadata license
okay and then in license you put the
credit string
so it requires credit and you can export
it
um and let's go to the credits
okay so you see base so this is
basically what i typed in
so i'm just going to inspect this object
and i'm going to go down to
the content and go down to the text
and simply copy it into the credit
string that's
it i don't need this anymore and that is
something that i can now put in my
inventory my inventory
my private my public folder
under plants okay
and now i'm just going to grab this hit
plus
and now it's there for anybody to use so
that's nice
so now the second thing that i want to
do is
we can put this over here it looks
pretty good
i guess it is
kind of uh
big i guess
so let's see
let me grab an inspector again
so let's see if i take the mesh
and i chan uh what's up here oh okay
so here's another issue which is that
the um the scale
of the top object is uh not not
one which i don't really like
so what i'm gonna do is i'm gonna take
the mesh which is one one one
and i'm just gonna copy what is it point
zero zero eight one eight
sure point zero zero eight one nine so
i'm just going to go
.00819
copy those in now of course it's tiny
and then i reset the scale of the top
perfect okay so now i can just you know
rotate it
and position it however i like and the
scale is just going to be 1.
so now for my particular object what i
want to do is i want to change the scale
reset the scale um so
i guess so this is the y-axis up and
down
so i want to maybe compress x and z
let's see what happens if i go to 0.5 in
the x
and 0.5 in the z okay
well i mean that's looking sort of tall
and
and wispy i think i kind of like that
um so you can see that there
are actually uh different
um different sizes here
of of weed and i think that's just down
to
overall scaling so if i were to take
this and make a
parent out of it
and i'm just going to call this basic
game ready plant
so the reason that i'm doing that is
unfortunately when you make a parent it
transfers the scale
to the parent and also the rotation let
me reset the rotation
um so that the child has basically
a null transform so in other words zero
position zero rotation and scale of one
uh that's not really what i wanted um
what i wanted was for sort of the the
basic
uh plant to have point five one and
point five so let's do that
0.5 1 and
0.5 and then
this can reset the scale now what i can
do is i can simply scale
all of these numbers by the same amount
to see what happens so for example let's
suppose i go to
oh i don't know 0.8
okay so that just makes a smaller plant
but in the same proportions so that's
what i was talking about when
i said that i wanted the scale to be
applied to the child
so this looks nice i can also maybe make
it
like 1.2
oops
1.2 okay so that makes a kind of a
bigger one
so maybe with the the bigger one i also
maybe
want to drop the scale to like i don't
know 0.8
you know just to just to make it look
i don't know roughly
um maybe make it look a little
thinner and stragglier i don't know i
mean this is fine
so the point is that i want to make a
bunch of these
um so what i'm going to do
first of all i'm going to take surround
v0 and i'm going to call it v1
okay so now when i save it to my
inventory i'll have a v0 and a v1
um the next thing that i'm going to do
is
let's see put this plant
into the surround so
because i know that i'm going to have a
lot of plants
i'm going to make a child
and i'm just going to call it flax
so this will be all of the flax
so now i'm going to take this basic game
ready plant and i'm going to stick it in
flex now i can go into flax
and copy the plant
and now i can move this to like a
different location
so
why can't i move this to a different
location
i'm whoops that's okay the ground is
grabbable
that's not good undo grab objects let's
go to the ground
and remove the grabable
okay so uh yeah now i can actually move
the plant around
okay so i can put one say here
make a copy now i'm going to change the
scale
down to like
say one one and one
and now i'm going to move that say here
and now i'm going to make a copy and i'm
going to move the copy
out to here and over here
okay maybe i'll rotate it a little bit
so you know give it a little bit of uh
rotation
maybe a little more
okay so it doesn't look so so regular
same thing with this plant
maybe i'll do 45 here okay
so this is looking actually um
pretty pretty nice uh let's
create another small plant like
like that one over there
so i'm going to copy this and
give us a teeny little 0.5 plant
where is it it's over there it's so cute
okay let's do another one and maybe move
it
down over there
so we can see that
the designer put some flax plants
outside maybe we can do that so let's
create a new one and make this like i
don't know
0.7
okay and maybe move that over there
say and let's do it again
and move this here
this is fine let's rotate it
by fine 56.
okay let me deselect deselect all
and use fly
to take a look at how my flax planter is
looking
it's looking pretty good i'm liking it
okay now one of the things that i can't
show you
is the uh effect of the game uh the
minigame when it's actually running
um but hopefully you saw it in the
beginning in the introduction
where the flax plants actually sort of
fade in in the actual game i think there
are like two lev
two layers of flax plants so you get
some flax plants and then you get the
rest of the flax plants
we're just going to have one layer
because that that just shows the
principle of the thing
so if i go into the game ready plant
and i go into the mesh and then i go
into the material which of course i
have open here let me just close it and
reopen it just in case
so what we want to do
is uh basically take the alpha
from zero to one in order to have it
fade in
so how do we do that and this is the
problem i think
with the metallic map is that
if you have an albedo color say let's
try this
um so here's the alpha now if i bring it
down to zero
you see how nothing happens
so that's certainly not going to help
same thing with the emissive color
because those are colors just on top of
the albedo texture
so that just doesn't help any there's
alpha handling
so there's opaque there's alpha blend
which does make it look different but
also i think the leaves are transparent
there's alpha clip which will
clip i think the albedo texture
but there's no point in doing that
i mean you can you can sort of see that
um
at some point it disappears well that's
because if you look at the albedo
texture itself
you can see that there's transparency
over here and i guess
the alpha layer sort of
gradually blends out so you're seeing
sort of part of the edge of the leaf
where the alpha gets clipped
so that doesn't help and then there's
and then that's it that's all you get
um so this isn't really a great shader
um or or yeah i guess it's a
shader or material or whatever it isn't
really a great one
to work on for this so instead
what i'm gonna do is
i'm going to create a new material
and i'm going to create this tune
material again
one of my go-to materials
now i'm going to copy the albedo texture
to the main texture
we have a normal map so i copy it there
that's all that we have
so this is my tune material
so let's go to um let's pick this front
plant
see if i can i think it was the first
one i put down
yeah so this is the the front plant let
me replace its material
with
this uh tune material
okay so you can sort of see that there
really isn't that much of a difference
it did lighten
up slightly but now
we can see
what i can do with this
let me grab the material
what i can do with this is
somewhere
the color i think is it the color can i
take the alpha down
no that doesn't help um
there is some place else that i can do
okay maybe it's uh maybe it's blend mode
multiply additive transparent
alpha
that doesn't really do anything z right
on
that doesn't do anything cut out
again that doesn't do anything
and opaque okay so none of these are
really doing anything
so i thought that what i could do
somehow is
[Music]
make this appear and disappear
by using an alpha let me do a little bit
of research
and see how i can actually get this to
work
okay so apparently the key was to turn
the blend mode to alpha
z right to on i'm not sure what off does
but then what you can do is you can
change the alpha up and down
and it fades in and out
so that's basically that
so that's how to do it um so what i can
do now
is i can copy this material that's this
one over here
to all of the other plants all of the
other meshes
and i guess i should have done this
before
so that all the copies would have the
same um
thing but that's okay there are only a
few of these
okay um i think that's all of them so
now if i change
the material we can see that
all of them fade out and all of them
fade in
so the idea is that when you first plant
the
uh the flax bed on the ground
nothing happens after a certain amount
of time
the weeds fade into the weeds the flax
plants
fade into existence isn't that cool
all right
so that's that now the next thing that
we need to do is find some sort of a
violet looking flower to stick on the
tops of these
now i suspect what what i'm going to do
is i'm
probably just going to delete all of
these except one of them
stick the flower on top and that way i
can scale the entire thing again
so you know all this work was just you
know in preparation to see
how things looked i really like the way
this is looking
so let's go and see if we can find a
violet flower now
we probably will not find it again in
neos essentials because we looked before
for plants and we didn't really find any
but let's just take another look
nature flowers again these are all
tulips
um and you know if if i could
you know maybe i would take one of these
and
just extract the top but again that
would be blender work and i don't do
that
so let's see it's not going to be under
mushrooms
what's under ocean wow
it's um
okay well it's just a shell all right
that was fun
uh trees vegetation pack again those are
just
trees the nature assets i think we're
all low poly
um so we don't find anything here and
we're not going to find anything
i believe in any of these other
things nope so if we go
back and we look in
the community public folders creator jam
3d models nature
crops stylized trees and ultimate nature
pack which was low poly
nature crops um
well how bad does this look
i mean yes it's low poly but
if i shrink it down to something like
this size
i don't think that's a bad thing
i really don't think that's so bad let's
run with it
um it's a little on the dark side and we
can fix that by using the tune shader
so let's go ahead and do that
okay let's just stick it on top here
let's open up a an inspector
and look at the
texture okay yeah so this is this is
basically um
a mesh it says cactus crop
cactus crop dot fbx
there's the object root
so the root node has nothing in it why
do we even need that i don't know
cactus crop okay so it's basically a
mesh
and this is the um
this is the material again it's not
suitable because we actually wanted to
um use something that we could fade in
and out which means the tune material
so this is just a color so i'm going to
keep that open
i'm going to make a new material new
material oops new materials
tune
get this ball out of the way great
and i'm just going to copy the numbers
over so
okay so there's my material i'm going to
close this out
close this out apply the material and
there it's a slightly lighter
but now i can simply
modify it to kind of the the brighter
um sort of lavender-ish
color kind of like that
i like that okay and now of course if i
mess with the alpha
you can see that the
if i change the blend mode to
alpha we can see that if i change the
alpha it will fade
out and fade in
okay so now the question is where do i
put it on the plant
so i can
take the plant uh take this thing
and maybe stick it like right over
here now
it is where it is because it's not
parented to the plant so what i'm going
to do
is first of all like i said i'm going to
delete
like i said i'm going to delete
all of the plans all of my hard work is
gone
okay and now i'm just left with this
main plant
um so i can take this
and stick it
under flax
no stick it under the plant
okay so um
let's see the position
in terms of x and y
should i think be zero
in x and z oh
that's interesting apparently that
right there is the center of the plant i
actually wanted it
over here so i guess i'm just going to
have to
move it myself
might be a little down yeah
yeah that looks pretty good oh that's
unfortunate
look at that from the underneath
um from the
from the other side the leaves have no
underside i believe there is a way to
fix that
i think there is a way to fix that
and the way to fix that
is you go into the material
and let's see where was it
i really thought that there was
something
somewhere
that let you um
yeah there it is so what you do is you
you grab
the texture you move it away and then
you press the trigger and that gives you
this thing
right so let me do that again
just like that and there is
a
i think there's a selection
to make it double-sided somewhere
or maybe not i'm pretty sure there was
make square
flip for alpha colored alpha ring
alpha really
no there isn't one i could have sworn
that there was
okay so again i am going to have to do
some research
oh maybe it wasn't that it was the mesh
i think it was the mesh
right so because it's the mesh that's
the problem
so if i go into where's the mesh here it
is static mesh on mesh
so i'll drag it out
and now make dual sided that's what i
was looking for so if i click
make dual sided now i can close this
because i just made it dual sided
and now when i look aha
the leaves have two sides
so that is very definitely
um a key to doing that
how did i learn all this i asked on the
discord and
eventually i got some answers um
sometimes some people come in
to help me with things when i ask um
or when they offer and that's how i
learned the the tune material
thing so um
okay so now that i have
uh this basic game ready plant i'm just
going to call it stock
um so i'm just going to call it
hang on i need to i need to move because
i'm
getting close to objects in my room
how about how about here great
okay so um
do i need this i don't think i do i can
get rid of this
i've got other material balls that i
don't really need okay
so here's my plant i'm going to rename
this
flax stock
so it's a little less generic
okay so now i can make a copy of it copy
and then move it somewhere
like say there and
give it a little rotation make another
copy
and this time we are going to
uh scale it to one
one
so that makes it a little bit bigger and
we can even do that
right put it right next to the plant and
give it a little
say negative 15 degree twist okay
let's make another plant
and we'll make this one a tiny one 0.5.5
and where should this one go how about
we put it
right over there and we'll give it
another twist
say 10 degrees
uh we'll take the same sized plant and
say put it out there
and give it a twist of five degrees
um let's let's give it like a bigger
twist like minus 95 degrees
okay we'll make another flax stock
and this time we will scale it up to
0.8 0.8
so it's not quite as tall
we can stick it over there and give it
a 100 degree twist
and let's have one more flak stock let's
see how many that is seven
let's put one over there and maybe make
it like
point nine by point nine
by 0.9
and twisted by minus 20 and one more
so that would be eight total
okay let's stick this say over there
let's make it a bit small so
0.6.6.6 and say
25 degrees okay
so now if i go into the flaxstock
so we have two materials
one on the stock itself and
one on the uh one on the flower
and we would have to change the alphas
on both of those materials
simultaneously
at the same rate from zero to one um
but that's what we will do with the
logics for now
what i just wanted to do was make the
the static plants with no game logic
so this is looking pretty good
i'll look at it from all angles
yeah i'm kind of liking that um there is
kind of a bare patch to
over here um you know what i don't
really care all that much
again i'm just sort of putting the
fundamentals down and
you can you know fill in your own little
flax patch
okay so that's the flax um the next
thing that we need to do is look at the
weed
now the weed um i
found something that should be useful
so let's open up my inventory and we'll
go to the public folder again this is
something i found on sketchfab
plants um so there's this plant over
here
okay so it's got a different kind of
leaf
and if we open it up
in the inspector and
we can see it's pbs metallic so again
we're going to have to replace that
so we may as well just do that now
so i'm going to create a new material
tune
copy over the texture is there anything
else
nope i mean it does say that there's a
metallic map but of course
i don't think this has metallic
so we'll just leave it like that um
i don't really care about the emissive
color it's it's very low anyway
okay uh let's go ahead and apply this
material to the plant
and see what happens
okay so it's sort of lightened up
i guess the centers of it kind of got
lighter
and that may be due to the metallic
metallic map that is actually here you
can sort of see that the metallic map
has little leaves on it
um if i put that on the metallic gloss
map let's see what happens
not a whole lot
um so i can actually just clear that
because that
really didn't have much of an effect at
all
um on the other hand there's this
metallic
maybe i have to do this and turn up the
metallic
well that actually does something
doesn't do a lot that i like
reflectivity how about let's make it
like this
metallic i just don't like it
i just don't like it one bit so
um yeah i'm just gonna clear that
yeah it didn't it didn't really seem to
have an effect um
there is a mission map
matcap i have no idea what that is
um how about i just play with it
and see what happens wow that wasn't
very good at all
um there's the occlusion map which i
don't think will
be very good or do anything apparently
how about the outline mask doesn't do
anything
i don't think any of this is going to do
anything
not even the normal map there is a
normal map
huh there's something in the normal map
okay i don't think that really did much
it's okay this is fine so let's just
close this
and this okay so um so now the thing is
let me just make sure that it is
double-sided it is
excellent so i don't have to apply that
correction
i'm going to go up to the top this is
plant comma outdoor
there's the license on it
uh there's stem 0. now i want to make it
look weedy
so if i take this
deselect it take it and stick it over
here
i'll stick it over here i want that
plant
not only to look different in color from
these plants but also a little sickly
so what i'm going to do is first of all
i'm going to see if i can change the
color
so i can sort of
make it maybe a little
more brown
maybe i mean it's
oh look at that oops
that is actually quite brown
uh i'm in fly mode let me get out of fly
mode okay now i'm on the ground
um so that's actually quite brown
um which is nice um it's kind of dark so
let me
see if i can lighten it up a little bit
so you can lighten it up by applying
this multiplier
now this is also emission so if i
lighten it up
a lot you can see that it practically
glows
that's not what i'm going for so i'm
going for something maybe like that and
if you look at the numbers
you'll see that the numbers are actually
higher than one
again i'm not really sure what that does
but yeah
this looks pretty sick so and sick in a
bad sense
okay now let's go to the um top level
now we can see that the plant
has point zero zero zero five
yeah that's just not good so let me go
and parent it
um let me apply the point zero zero
zero blah blah blah point zero zero
zero five i think was five
i think this was also five and i think
this was seven
and let me go here and reset the scale
great okay so now i can actually scale
this
so maybe i want to stretch this in the y
okay that looks kind of weedy
that's a weed right
oops undo that
okay so the problem is that i had the
grabable on the outdoor plant and also
the object root
the object root should be at the root of
the object
let me change grabbable and remove it
let me call this weed
and attach i'm not going to attach a
grabable to it
in fact i should probably take the
grabable off of these flax plants too
if um if i had one
yeah i will i will do that later um
so now i don't have the grabba ball
i should mark it with the object root
just for
good practice so i think that's
transform tagging
now it's just transform object root
so that marks this as the object root so
there's my weed
um let's go to the
material and make sure that i can fade
it in
and out so the blend mode has to be
alpha for that to happen
and now
if i go to alpha we can see that it
fades
in and out
so that's good that's definitely what i
want
so i think the idea is that um
let me take the weed and stick it in
okay before i do that
what i'm going to do is i'm going to
make a child and i'm just going to call
it
weeds
i'm going to take the weed and stick it
under weeds
there we go so now
if i duplicate the weed and then
move it somewhere like say
there um i can even make it
a different size like say
um
0.8
point eight two point
maybe one point eight so it's slightly
smaller
um i can
duplicate the weed and
maybe which one is the weed that i
duplicated
um okay let me deselect everything okay
so there's the
a weed ah there's another weed
um that's odd why is the center point of
the weed over there
i don't know why
i have no idea why
doesn't really matter there's a weed
there's a weed
okay so now i will take this weed and
say move it over here
let's move it over there
sure okay i will change the size to
1.1 1.1
and 1.5
well 1.9
so it's sort of slightly bigger but i
don't know
stouter or something a little a little
tubby
um okay so those are my weeds and again
the idea is that all the weeds would
their alpha would go from zero to one uh
simultaneously
now in the game you you will be able to
grab one of these weeds so of course
it's gonna it's gonna have to have a
grabbable on it
and the moment you grab it they will
disappear and that sort of simulates
picking the weeds
and you should be able to grab any of
these weeds
and they will they will all go away and
that that's sort of like the way that
you pick a weed okay
so those are the weeds
now the final thing is let's deselect
all okay so there is my
weedy uh garden the next thing is
how do i make a seed now
i have a seed
here so this is kind of a seed looking
thing
and the idea is that
they would sort of grow on the plant
somewhere
and then you should be able to just pick
it and you will get
one seed so maybe put it on all of the
plants
so that you can pick any one of them and
that is the equivalent of harvesting the
seeds
so um i mean this
looks pretty good so maybe i'll just go
with it
um the problem is that it's not really
um
straight up and down so i'll probably
have to rotate it
so let me go ahead and select it let me
select this rotation thing
and now i can just sort of rotate
so that this stock is roughly straight
up and down
and i think it's not quite okay i think
that's okay
so now let me deselect it
and grab it
so it's sort of appear right over there
and then you can just pick it
so that's kind of nice so what i'll do
is i'll just take the seed and add it to
each of these flowers you don't have to
be here to watch that
and i'll do it the same way i will
create a
child i will call these seeds
and i will take this seed
go to its root there it is
um i'm going to keep the grabbable
because i know i'm going to need
grabbable on it
at some point and then i'm going to
simply put it
under seeds then i'll just copy it move
it to the correct locations maybe scale
some of them
and again the alphas can can the alphas
get moved um
yeah so the material on this is already
a tuned material
and the interesting thing is that the
tune material is in the object itself
as a component and that's important we
are going to want to do that
except we're going to want to take this
material
and move it out of the seed
and put it say under seeds that way we
can refer to it using logics
and then move the alpha up and down
so it would be a kind of a shared
material
um so that is uh
that's pretty much that for the static
portion
of the game so we sort of have all the
pieces that we need
so next we're going to talk about
how to write the logics to turn this
into
an actual game