Hey polycounters!
I apologize for being so anon these past 10 months lol, work has been busy, and I haven't had much time to work on some personal work. I decided to make some time and start posting again.
It's been about two weeks since I've started this cryengine scene and it has been a blast to work on! Gosh I love foliage, I can definitely say it's an addiction at this point :poly142:
As always C&C are extremely welcome!
Anyways, enough blabber and time to post some art!
Cheers
Replies
- Finish 2 types of Hemlock Saplings
- 1 Tall Skinny Mountain Hemlock tree
- More ground textures
- Add more wildflowers (red, purple variations)
- Start moss texture ( blend layer for trunks)
- Finish fern (update texture, update model)
- Ground clovers
- Decal pass (puddles, dirt variation, broken bark)
- Fallen logs
- Potential world machine terrain if time permits
Any other thoughts would be great!
@Fwap thanks dude! Had a fun time sculpting it.
How many tris are we looking at per. tree?
The grass is disconnected from the ground now as well.
Got some great feedback from @sltrOlsson, appreciate it! zfor tonight, I went ahead and took a second pass at the bark. The edge highlights were to strong, especially for PBS and I also turned down the noise of the texture. I finally reintroduced more color tones and made the AO/cavity (maybe more than I should) more prominent in the albedo just to help pop the forms.
Are you doing something with the post effects?
- Only DOF, slight color adjustments, fog and some HDR settings, nothing to fancy though.
Your blacks are burned out and you have something super white on the ground? Is it water?
I forgot to do a brighter levels adjustment when I saved out the images. Also, I have a cheapy computer monitor that doesn't have correct gamma/color. Definitely want to save up for a nice sRGB monitor. Regardless, I will try and fix the burned out blacks.
Super white thing on the ground is supposed to be muddy water, I realized that it was white in my spec map which was wrong, since water allows light to pass through it more.It's all fixed now!
I'll fix the grass cards when I add more ground cover and a better blending terrain texture, which will be soon!
Thanks dude! Everything was sculpted at one point in ZBrush. zSpheres/ fibermesh / clay tubes, TrimSB & hPolish / polypaint have been my best friends haha. Over the last half year, I've really been using ZBrush for primary foliage creation compared to 3ds max. All my baking/low polys was done in RTT 3ds Max though.
How did you achieve such amazing quality!? Can you psot some wires of trees ? Its looking astonishing.
And you should do timelapse or full tutorial, even without speaking and any audio, on how did you made foliage in zbrush. Especially this foilage ^^
Anyway great job, insta sub
For the last bark iteration, I find that your AO is probably too strong in your albedo and add noise compared to the previous version. From close view it may seem to add definition between your bark elements but the more you step back the more it appears that the black areas takes upon the rest of the texture. Maybe you could try to lighten your AO if you wish to keep it and see what it gives from a certain distance? Or you could try a tighter AO like some kind of tight cavity map?
I will also be happy to show some of my techniques in ZBrush for foliage creation. Great references to get started though which will help cover a lot:
Damien Lazarski's tutorial for foliage creation has been the fundamental backbone of my foliage creation when I was a student. It also helped me learn 3ds max when my school only taught maya.
http://www.3dmotive.com/training/3ds-max/creating-foliage-for-udk/
Polycount's foliage section is a great ref for everything you need to know about foliage creation. It's how I learned about SlideNormalThief!!
http://oldwiki.polycount.com/CategoryEnvironmentFoliage
My pipeline for foliage creation changed when my work only had Maya licenses at the start. I wasn't familiar with maya enough for render to texure stuff, so I relied a lot more on ZBrush, and boy am I glad I did! Josh Ball showed me a lot of awesome ZBrush techniques and helped me improve my speed/quality. He is a phenomenal artist!
Also, Rex Mcnish's foliage has been my recent bar for quality! I'm lovin his cryengine scenes!
http://www.artosaurusrex.org/
Your leaf cards read really well on the bushes too. It all feels very lush.
You are using color grading here?
Have you tried a different time of the day for the scene? How the materials behave then? Just out of curiosity.
Link for tutorial: https://drive.google.com/file/d/0B4y80hxi5ekwVlVGY0dTQWR6Wm8/view?usp=sharing
Have you tried some stuff like speedtree either some generators?
Or you do prefer to create that by hands.