FANTASY TREE FINAL TOUCHES + ANIMATION PART 02
In this final video I finish shading the fantasy tree, recreating the trunk’s bark material with displacement and bump enabled and a darker hue/saturation adjustment, then apply the reusable leaf shader node group to the foliage, tweaking saturation, randomness, and color. I join every part of the tree into one object with Ctrl J, reapply rotation and scale, and note that despite a high face count this is acceptable since it will only be used as a single hero element rather than repeated across a scene. For animation, I select relevant leaf faces, assign them to a vertex group, then copy the wind Displace modifier over from the bush asset with Ctrl L, inverting and refining the vertex group so branches sway correctly. I duplicate and rename the noise texture for independent control, use View > Render > Playblast through a camera to preview real animation speed, and extend the wind selection with Weight Paint. I finish by correcting the object’s origin point to its base, then display the full collection of everything built across the course, grass, flowers, the bush, the spruce tree, and the fantasy tree, closing out the training and inviting questions via Instagram, Discord, or video comments.