Not sure yet how it will turn out, I see a mini pokemon scene in a bottle. Â Not sure if it will work out as it has to be recognizable...anyway to warm-up let's start with most basic characterssome may be quite complex.
But first, the pokeball, cause you ain’t catching them all without this…
N° 2 elongate the default cube and give it a subsurf modifier, keep an edgeloop at the bottom to flatten it out and sculpt to eye holes to add the eyes and the nose.  add a plane and use a quadratic circle gradient texture to apply earth effect and separate it from the grass.  We’ll see later how i’’l use this.
(still somewhat rough, but it’s a quick start)
Hi spikeyxxx,
I was thinking about adding trees with leafs parented to a particle hair system. Â When I try to select the tree or the group where tree and leafs are present, th particle system never renders both as one item. Â
It's like I need to join both leafs and tree trunk before it works, but doing so I need to reassign the leaf texture to the joined leafs. Which I want to prevent.
Not sure though how you managed to add a sphere at the end of each hair, cause I suppose it is kind of the same way of working?
Currently traveling so cannot take screenshots, will add them tomorrow or soÂ
Not sure though how you managed to add a sphere at the end of each hair
I used a Particle Instance Modifier on an Icosphere:
The fun thing is, that when you add physics to the hair, then the Spheres (or leaves, in your case) follow along.
We'll talk tomorrow and see that we can get it to work.
Hi spikeyxxx,Â
I tried with the instace modifier and could not get it to work. I suppose there is something wrong with the workflow I chose.
So using the sapling tree I create a tree base and add within the plugin leafs (based on a own leaf design)
The leafs are parented to the tree
When I select the tree in the particle system, it's only taking into account the trunk and not the child leafs
using the instance modifier gets me the same results.
When I try to join both leafs and treetrunk, it not only joins the leaf object to the trunk, but mixes it with the instancer:
So I guess my question is, is there a way to achieve this with two objects that are parented to each other, or do you need to work using nested particle systems -> particle system of leafs to tree trunk and a second particle system of the tree trunk to the ground plane?
Oh, I see...
You mean something like this:
I think what you want should be possible, but I don't know (yet) how to do that (with the Particle System...should be doable with Geometry Nodes).
But you can CTRL+J the leaves to the trea, making it one Object, like I did in the example above.
Hey yes exactly, except I can't seem to remove the instances of the leaf elements. When I press ctrl j, the leaf and the instance element merges and creates a rectangular leaf. I can hide the instance, not delete it. This instance is created by the sapling tree plugin
Okay, I found somethingThanks to Chris P. : https://www.youtube.com/watch?v=UpvNJvsq-FU
The Ground gets a Particle System to spawn the trees, but set the Render to None:
Not sure if this also works with Hair, but this should do the trick.
Then make a Particle Instance on the Tree, which makes the Trees Meshes that can emit other Particles:
and add a Particle System after that, making sure to tickUse Modifier Stack: