Hey there,
currently I'm searching for fast methods for creating realistic foliage.
My first project is grass. I treid a lot with billboard techniques and modelled blades of grass.
Now my latest and I think best method is to get the grass Highpoly done in Maya Paint effects assigning a Mental ray shader and play arround with blade textures until i liked it.
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This was the final texture and shader setup. I got a texture map with 9 different grass textures for this field. The uvs of the Blades are randomly done by a little script.
after i had this i was tweaking the shapes a bit so it comes better on a flat plane.
With this setup i did a texture bake of the shadera with ambient occlusion and all this stuff to a 1024 map. I added a bit of bleeding to the map to counter the aliasing.
This is the result:
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The good thing about this is i can get every form of grass in about 15 min and have just to render it out. so a clump take me 30 min until it's game ready.
My work for tomorrow will be to fill a complete texture sheet with different grass variation and doing the lowpoly planes that it looks good.
The next vegetation will be trees. I will maybe start looking at speedtree.. let's see!
Greets Alex
Replies
http://klass87.blogspot.fr/2012/08/grass-texture-creation-process.html
If you're planning to make a large grass field, modifying the vertex normals of the grass blades so that they all face up will help you blend your grass with the underlaying terrain.
I got the grass in Udk know with a custom Shader.
As far as i finished my texture sheet, I will do a video Tutorial for this Method.
Some tips for recording and voice? Never did one..
Greets Alex
Simply because grass is sually heavy repeated object over map and each texture can reduce perfomance. Not to mention that noone will notice lack of any maps except diffuse on grass.
In other words. Grass should be as simple as possible.
wasnt here longer times.
Last I did a tree for usage in games. i didnt want to use a generator and sculpted the roots per hand and did the rest in max.
They Polycount of the tree is 4.8k tris. the leafes take 2.6k tris. Do you think thats low enough for next gen trees to use in cryengine or udk?