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FLOWER CREATION PART 06

In this video I import the flower FBX into Blender and build out its shaders, part by part. I generate a fresh normal map for the stem material with DeepBump, then reuse the leaf shader node group created earlier for the pistil, plugging in its color and opacity maps and generating its own normal map. I repeat the same process for the petals and leaves, each getting the shared shader group with their own textures, and touch on how the exposed color socket lets you recolor the whole flower directly in Blender. Once every part has its material, I join everything into a single object with Ctrl J and add a Decimate modifier, reducing the face count from around 80,000 down to under 4,000 while checking that the silhouette still reads well, before applying the modifier to finish the optimized flower asset.