FLOWER CREATION PART 01
In this video I start building our next asset, a flower, following a mood board of reference images I gathered beforehand. I create the base Tube trunk, adjusting length, radius, and adding late noise for organic irregularity, then explore the segment optimization options (length, radial, and the taper curve) that control polygon density along the trunk before scaling them back down since fine detail isn’t needed at this stage. I add branch tubes as placeholders for the leaves, then focus on shaping their gravity curves to get a natural S-curve to the stem, using both the branch-level and whole-system gravity controls and adding Bezier points for extra control. I angle the leaves to face more upward based on the reference images, then attach a Front node to the branches (as done previously with the grass) to prepare them for the actual leaf texture, adjusting width and trunk radius for a more natural leaf shape.