AWESOME, AWESOME, AWESOME! I wish I could run around your scene, without the fear of getting shot haha, and just admire/ take virtual reference of all your foliage. Foliage creation is BY FAR my favorite part about 3d modeling/texturing. Your thread is inspiring and sets a level of quality for me to aim at. Thanks for posting Fozwroth and congrats on the release!
If you have any time, I would love some of your input on my foliage! Cheers
Steve0
One of my most favorite games, where one of the main reasons are the awesome environments with awesome vegetation ^^. If only the game had less technical difficulties now in the beginning .
NanoTurtle- I use pretty much the same techniques that have been circling around Polycount lately and plenty of elbow grease, Ill see if I have some time this weekend to sum it up!
One of my favourite maps so far from an art perspective is the Flood Zone map, I must say: the vegetation really complements it. What I would really like to see is how you approached the density of the leaves, and if there was any procedural part to these trees or if you created them traditionally.
Awesome work man! I dig the NegevPro request, if you could do a breakdown would be fantastic!
Another question (coff coff, 2), did you try to replicate any specific kind of tree? Could you share the workflow of the bark textures? Is it a tileable or a "unique" texture? (at the end i asked three questions... sorry )
Amazing work matey, I really like the vegetation on Zavod in particular - the trees are just gorgeous.
Yeah, if we could see breakdowns that would be ace.
this is superb! are there any other art dump / showcases about the battfield 4 environment art? I know there is an "art of" book on amazon, but it seems that it will not include 3d stuff.
Thanks guys! Im really happy you like it Ill look into some breakdowns once I get back to the studio.
If I remember correctly I think texture is just a highres grund texture with some mesh leaves that are place on The terrain using the same material mask:)
We have a pretty cool dynamic vegetation system in Frostbite, dont know if Cryengine has something similiar. We rig up our trees with skeletons that react to forces combined with some vertex wiggle.
I dont know if anything More has shown up yet and yes, I think the Book contains mostly concept work. Havent actually seen it myself yet so Im not 100% sure ^^
Was just running around some of the more lush maps in BF4 today looking at the foliage, admiring how amazing it looked. I actually thought to myself after seeing your signature a while back in one of your threads, "I am pretty sure a Polycounter did all of this". Awesome to see the dump man, going to jump on the breakdown bandwagon! Share the wealth man! Haha
Thanks! I'm really happy that people seem to like it
There is some translucency going on but its more noticeable in-game, don't think I took any shots with the sun behind the trees... it also varies between levels how intense it is.
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Any tips or tricks you'd like to share ?
Congrats on the successful launch. Keep up the awesomeness
If you have any time, I would love some of your input on my foliage! Cheers
Steve0
NanoTurtle- I use pretty much the same techniques that have been circling around Polycount lately and plenty of elbow grease, Ill see if I have some time this weekend to sum it up!
Steve0-
Thanks man, Ill swing by your thread later!
One of my favourite maps so far from an art perspective is the Flood Zone map, I must say: the vegetation really complements it. What I would really like to see is how you approached the density of the leaves, and if there was any procedural part to these trees or if you created them traditionally.
great work, again
One question: is this traditionally baked in max/maya or it's speedtree ? Or maybe photosource ?I mean leafs textures.
Also this should be attached to the main page of forum :poly142:
I love your work! Love hiding in those bushes to ambush snipers!
Good job again!
amazing.
Might be difficult to get breakdowns but Ill see what I can do!
DavidBrumbley- which texture do you mean ?
Another question (coff coff, 2), did you try to replicate any specific kind of tree? Could you share the workflow of the bark textures? Is it a tileable or a "unique" texture? (at the end i asked three questions... sorry )
[IMG][/img]
I have mowed down dem trees with pleasure in MP!
+1 for a little detailed workflow if you have time.
Another question if you can answer, does frostbit engine posses foliage/vegetation features that UDK/cry engine or unity doesn't?
Would love a walk through of the stuff. Keep it up!
Yeah, if we could see breakdowns that would be ace.
Thank you for posting and I'm definitely looking forward to seeing more.
If I remember correctly I think texture is just a highres grund texture with some mesh leaves that are place on The terrain using the same material mask:)
We have a pretty cool dynamic vegetation system in Frostbite, dont know if Cryengine has something similiar. We rig up our trees with skeletons that react to forces combined with some vertex wiggle.
Super solid job!
I dont know if anything More has shown up yet and yes, I think the Book contains mostly concept work. Havent actually seen it myself yet so Im not 100% sure ^^
There is some translucency going on but its more noticeable in-game, don't think I took any shots with the sun behind the trees... it also varies between levels how intense it is.