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in this video,

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we're going to be applying the material to our tree.

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Let's first do the wood materials to go ahead and select the trunk of your tree.

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And if you were to go into edit mode to try to you be unwrapped this,

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you'll notice that this is a curve.

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It's not a mezzo trying to UV unwrap.

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This would not be good.

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So what we need to do is convert this to a mess.

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To do that,

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you can right click or present W.

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And then there's an option to convert to mess.

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Once you click on that,

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we could go into edit mode,

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and now we have Vergis ease.

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The next thing that will do is create a material,

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so let's go ahead and open up this shade or editor and apply a texture.

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So come appear and change this to shade or editor.

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Then press end to close off that toolbar.

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Hit the new button and we'll call this material bark right there.

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And now let's add in the texture.

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The texture that will be using is linked in the article of the section or in the project

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miles.

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So once you have that,

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we can continue.

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Go ahead and press shift and added a image texture note right here and take the color and

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plug it into the base color of the principal Chatur and then hit open.

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Once you found the texture,

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go ahead and cook on it and go open image.

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Then what I'll do is I'll add some bumps.

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Surprise shift A will go to vector and then bump take the color up it and plug into the

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height and the normal into the normal of the principal Chatur.

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I'm gonna be setting the value of this 2.8.

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And for the roughness of the principal Chatur,

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I'm gonna drive that all the way up to a value of 0.9 and I'll drive the speculator down

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just a little bit.

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Once we do that,

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our material is done and we can go ahead and move on to UV unwrapping this.

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To do that,

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I'm gonna go over to the U B image editor And if we go into textured view right here,

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go A president going to looked up.

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We should see our texture right here,

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but it's really stretched out,

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so we need to UV unwrap this so going to edit mode,

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impress a to select everything and go you and what we're gonna be using its smart UV

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project and then hit.

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Okay,

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now,

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this will probably take a couple minutes to figure out.

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You can see Blender is not responding already.

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So I'm going to be back in just a couple minutes once this has figured it out.

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Okay.

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Has finally UV unwrap that took a little bit of time.

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And if you don't want to wait for it to you be unwrapped.

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What you can do is just select one of these vortices and hit control l and that will select

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that whole tree trunk right there.

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You can hold shift.

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So,

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like this one control l and then go you and just smart UV.

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Unwrap those two trunks and you should be OK.

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You can't even really see the branches,

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so you'll be unwrapping everything isn't really necessary.

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So if your computer can't really handle that,

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you can go ahead and just do those trunks right there and maybe that one up their control.

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L and that will select it.

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Now that we've done that,

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though,

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we can press a once or twice to make sure everything is selected.

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Then I'll press s over in this window.

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Type in 15 and enter.

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Once we do that,

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we can zoom in and we can see our tree trunk right there.

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And that is looking pretty good.

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You can also right click and go shade smooth just to smooth out those corners.

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And that's it.

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The next material that will do is the leaf material.

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And to do this,

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I'm gonna add in an image as planes.

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If you don't have that add on enabled,

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go up to edit and then preferences right here and then just type in the word image and you

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should see an ad on images as planes.

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Once you have that enabled you compress shipped a go under image and then images as planes

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.

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I want to do that.

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Go over to the texture that you've downloaded and the image that will be using Is this

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right here before you imported in?

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Make sure you scroll down here and check Use Alfa with its set to straight because this is

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a PNG and it has some awful values,

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so make sure that is turned on,

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then hit import image as planes Let's go ahead and bring this over to the right.

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Suppose g X and move it over.

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Then we'll rotate it,

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suppress our then why 90 and then enter,

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go into taught view and then rotate this around so we can actually see it straight on.

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And then we'll go into edit mode.

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We're gonna be cutting this image in half and only using this side.

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So hit control are then left,

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click and then right click.

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So it snaps right to the middle,

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then go into face select mode,

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select this face right here,

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then hit X and then delete it.

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Then go over to the object data panel,

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which is this one right here.

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Then go underneath UV maps and then add in a new UV map.

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We're gonna be calling this UV map back,

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so just double click on it and type in back.

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Then,

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with this one's elected,

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I'll press a G,

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then why?

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And I'll drag it up till it's under the other leaf right there.

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We're doing this because I want one side of the leaf to have this texture and the other

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side to have this one.

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We're gonna be doing this in the Shader editor with a quick,

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pretty easy set up.

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So let's go ahead and do that real quick.

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Go over to the Shader editor and then with all of these notes selected box,

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select everything and then move it over to the left.

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So we have some more room.

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The first thing that will do is add in a trans Lucien Shader and what this will do is it

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will just have light be able to pass through the leaf.

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So to do that,

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I'm gonna go into Shader and then mix Shader and place that right here next to that if you

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shader then per shift,

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they will go to Shader and translucent right here.

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Take the output and plug it into the bottom Input of the mix Shader.

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And then set the factor of this to a value of 0.1 for the color.

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I'm gonna drag this down to be about halfway So right about there.

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It has a nice gray color and you can kind of see it in the Beaufort right here.

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But light will be able to see through that.

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The next thing that will do is just add in some color variation so that some parts of the

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tree have some different colors and this will just give it some more variation.

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And it won't look as uniform to do this.

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I'm gonna press ship day at in a converter,

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and Colorado will place that right here.

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Next will brush it day and add in a texture and a magic texture and will place that right

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here.

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Then take the color and plug it into the Colorado.

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And to plug this into this shader right here,

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I'm gonna add in a color and mixed RGB and will place that here,

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take the color output and plug it into the color of the mix.

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Shader then said this to color.

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Now,

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here is where we set up the color for our for our leaves.

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So for this 1st 1 I'm just going to changes to a dark green color.

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So right about here are so dark green,

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and then I'll hit.

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The plus sign will change this one to a kind of like a less saturated,

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darker green.

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Somewhere around there looks pretty good.

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Hit the blessing again.

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We'll bring it over here.

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This one will be a light green.

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So something like that.

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And finally,

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this woman will have,

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like a kind of brownish kind of dead leave looking color somewhere around here.

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Or so at the moment,

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you won't really see too much of a difference,

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and that's because we need to apply it to our tree.

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But before we do that,

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we need to set up the back of the material.

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And to do this,

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I'm going to box,

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select everything,

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press shift D and move it up.

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And over here I'm gonna press shift a go to input and then attribute.

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And since we created this UV map,

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all we need to do is take the vector,

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plug it into the image and set this to back and make sure you spell it correctly with the

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capitals.

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And then all we have to do to plug this in is come over here,

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select this mix shader and duplicate it.

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Place that here.

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Then take this,

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mix shader and plug it into the bottom input of this one.

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Then we'll brush if they go to input at an a geometry node,

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and then there's an option for back facing,

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and you're gonna want to plug that into the factor.

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Once you do that?

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If we look underneath,

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you can see that texture.

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If we look over top,

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you can see this texture.

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And that is what we want.

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And that looks pretty good.

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Now that material is done,

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we need to know.

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Apply this to all of the leaves over here.

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So how we're going to do this is we're going to hold shift.

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So,

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like this one,

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then select this one last.

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So this is our active object.

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Hit control L.

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And then go transfer UV maps.

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Once we do that,

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we can go ahead and go over to the material for these leaves.

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Add in that texture right here,

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and we should see all the leaves now have a leaf texture,

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which we can see it right there.

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And that is looking pretty good.

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I think it is rotated the wrong way,

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though,

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So let's go over into the UV map and see how that looks will go into edit mode.

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And the UV map did not seem to transfer.

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So we're going to have to do that manually now to line up the UV map properly.

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I'm going to come over to this window,

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make sure everything is selected by pressing a.

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Then I'm gonna hit are and I'm gonna hold control and rotate it 90 degrees.

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There we go and you can see the stems.

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Now line up with the branches right here.

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Let's go ahead and bring in that image.

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So come up here and select that leaf image,

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and then we'll line it up again.

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Then what we need to do is press G.

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Then why?

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And drag it up right about here and then press s why and scale it in words until it fits

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the UV map.

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And it's going very slow because it's trying to calculate every single one of these leaves

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.

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G.

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Why will drag it up now that that one is lined up correctly?

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Let's go ahead and add in a new UV map so that plus sign type in the word back and then

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enter.

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Make sure you spell it correctly.

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Then,

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with this UV map selected,

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I'm gonna hit G.

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Why?

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Negative 0.5 and enter.

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And there we go.

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So now if we look underneath,

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we should be able to see that other texture and I think we can see up.

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We can see it right there.

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Okay,

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so there we go.

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The materials are done.

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I know that was quite a bit,

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but hopefully you guys followed along and we can see that there are some different colors

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and it's looking pretty good.

