Final Screenshots (see post on page 3)
(Many of the image-link in this post are broken, have a look at my website for a complete breakdown of the scene)http://oskarselin.com/forest.html
Hello fellow polycount users! In this thread I will share my progress on a forest scene I’m currently working on. If you have feedback please keep it constructive so I can learn something from it!
I will try to answer questions as best I can and will provide breakdowns if you guys are interested. As stated further down this is a personal project so expect some delays between new content-posts.
I will also post the same info on my website:http://oskarselin.com/forest.html
- This is a personal project without a time limit. Instead of rushing things I will take my time and do everything properly. No shortcuts. (ex sculpting a custom texture in Zbrush instead of using photo-generated textures)
- Research and experiment to find the best method to complete a task.
- Building an epic scale landscape optimised and working in a game-engine.
- Exposing the project early on to other people to receive feedback throughout the entire process.
Planning and PriorityPrio list (high to low)
- Find references for meshes and textures (ex oakleaf, forest leaf-floor)
- Make Pure-ref reference documents for each object listed in Forest Summary
- Build the world in World Machine
- Import the world as a landscape to Unreal Engine 4.7
- Make all the tileable ground textures (ex grass, dirt, leaf-floor)
- Paint the textures on the landscape
- Post on polycount, website and email contacts for feedback
- Make a custom skybox
- Create the rest of the assets
- Block out the world with the meshes
- Place Cameras
- Make a Matinee
- Set the mood with post effects & lightingObjects, textures & Shaders:Landscape
Build the World Height-Map in World Machine.Trees & textures
Birch, Maple & Oak Trees in Speedtree
Leaf-floorGround foliage & meshes
Other unique plants
Small RocksVertex-paint shaders
Bark shader with Bark, Mossy Bark, Variation Bark
Landscape shader blending textures with Height-mapOther things
VFX with falling leaves
Parts of forest under water
Different post-process effects and color schemes to create various moods
Vary the color of objects with a texture using world position