So i have been wanting to learn how to use SpeedTree for a while now so I got myself the UE4 version and im going to learn over the summer how to create some great looking trees using it. I can make trees in normal software packages but i think SpeedTree trees look great so I want to learn how to use it.
any tips on how to use the software will be greatly appreciated as well as C&Cs
Here is what i have done so far
a Maple Tree
Some Grass
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here is what i have now, maybe too many planes in the canopy area, any comments?
the render is from speedtree going to put it into unreal tomorrow and see what it looks like with subsurface and stuff on
I'm already pretty knowledgable about making trees using 3ds max not super knowledgable but up there where I would like to learn the speed tree software to make my pipeline for foliage faster
So far I've found that the Map maker ability is great and so much faster than making branch planes from scratch. You would have a little bit more control in 3ds max but you can get good results with speedtree
If you look at the way Maples grow, they are slightly more gnarled and the bifurication angles they have can be quite extreme. It might help you to aim for higher quality main branches with more divisions to allow for more gnarl, while making better branch planes by creating high-res branches and baking them down to planes.
The grass has too uniform of a colour and gradient, on a field it would look extremely flat. Try breaking up the colour and gradient ramp to give it variation. Also consider adding varying levels of decay on the grass to make it feel more reaslistic.
I see what you mean. The branches were created using the map maker in speed tree but I will try doing it in max then baking it.
I agree with everything with the grass it was done pretty quickly using only one section of a grass baked plane so I will go back to the grass once I get the maple down.
It's a field maple im going for btw if that makes a difference. The leaves are more rounded at the points.
Cheers for the feedback
I deleted the branch and leaves and worked on the underlying structure like was said and i added more bifurication, jinking and deformation thinking it looks a bit better.
I was thinking about putting all the stuff I make up on the unreal marketplace for like 20 dollars or something like that, keep it cheap. the environment packs up there are like 80 dollars, ill call it the budget environment pack haha, not sure though if its still that good enough
scene looks supper nice
awesome ill try that, im also going to try and make the shape a bit more box shaped from references ive gathered.
thanks a lot
Which one looks best or do both?
and from behind to see the subsurface
is the canopy too sparse this time?
WARNING
High Res images
I think there is something wrong but cant quite put my finger on it
I would look at some references, look at how the leaves all seem to stay above a set height, notice how the branches twist and turn to create its unique silhouette!
Hope this helps
Its really hard to get that kind of structure while keeping the poly count down though thats the only thing
Ill take another look and see what I can doo
thanks
any good?
what do yous think?