Hello,
I have started working on a small foliage pack and I'm willing to incorporate your feedback right to the end as I make progress on this.
Here are two screens from Marmoset. I'll be taking in engine screens when I'm done setting them up.
Thank you,
Alireza
Replies
Procedural - Desugner?
Zbrush?
Keep it up!
The dirt was supposed to support the vegetation, seems like it even stole the attention from them. ^^
The dirt was a very grey-ish photo. Worked on it in Photoshop and then made normal map. I think the reason you like it is not the texture itself but the good colors in it. Looking the leaves beside it that's exactly what the leaves texture is lacking.
To explain why the dirt turned out nice, it's because it's the first time I actually gathered reference images from the environment I'm trying to make. ^^
I started by creating a color palette from the images and then I mix these colors into the textures I make thus the result looking almost as it should. But still marmoset has added a ton of charm to it.
I'm still not happy with my setup in engine and I think it's not good enough for posting here. I'll get some screens up here when I'm a little happy with what I have. I'm doing a lot of tweaking and things like that at the moment to capture the feelings.
As an update, here is the fern I posted above, I have made 2 smaller versions of it.
Note: (For these renders I'm only using a diffuse and a normal map but since I'll be switching to UE4 renders I thought I can get away with these).
And another fern with 2 smaller versions again. (Now I think it's enough ferns)
Thank you all,
Alireza
Looking forward to seeing more.
Finally a couple in engine screens. I'll be doing some more work on the ground materials later and tweaking all the materials later.
Open to constructive/destructive criticism regarding anything.
Edit: I made the tree just for filling the blank. It's not going to be included.
Here's another piece WIP.
I think by adding some variation to the blades it could look even better. Right now they all look the same (not considering scaling).
Did you mess with the vertex normals at all? And did you do anything special with the shader.. pure foliage shader or any stuff like FuzzyShading in there?
I'm not a 100% happy still with the results I'm getting personally, yours seem to be shading fine and the sss seems to be working the proper way
Great work! I look forward to seeing more.
Do a test scene and compare performance, you might freak at the difference it makes, and potential customers would appreciate it.
@underfox, *Hugs*
@Cay, I'm only doing a very basic setup. Here is a screen of the material setup:
http://i.cubeupload.com/lieoJl.jpg
@Shrike, Yes. I have actually done that (look at the image above) But if it's not what you exactly meant or there is room for improvement on that please let me know. Thanks.
I don't know how to capture high res screen from my material setups so you can't zoom in much to see the nodes.
@clinington, Thanks for the comment. I will make some variation there. I will add seasonal variation later as well (someone requested that).
@devonmousseau, Sure thing, it's posted a few lines above this line. Maybe not much help because of small size.
@m4dcow, That's for pointing that out.
So I've been fixing the overdraw for the shrub in the OP but I have a question.
My main mesh is now very good in regards to overdraw issue. It has not much free space in it, however, for first LOD I could only take out a few edges while keeping the transparent space at minimum if I reduce any more edges a lot of transparent spaces comes in. So main mesh is 48 polys and LOD 1 is 40 polys and I can't go for a second LOD unless I let a lot of empty space be there which causes the overdraw issue.
What should I do?
Really Beautiful!
I came up with a question,
With MipMapping:
Without MipMapping:
t's a huge deal as you see, and going without MipMapping isn't wise.
Is there anything we can do to the best of both worlds? Like a middle ground.
[ame]https://www.youtube.com/watch?v=u5D9F7SEG1Y[/ame]
I tend to redo all the mip steps by hand, by copying the original size (alpha channel), then creating a new document, and downscaling them, one by one. Also sharpening them as they loose quality.
@armagon, I photo sourced the ferns. Grasses are simple high poly render to texture.
@mache, Hmmmmm. Going to give it a try. Thanks for the tip. Do you know of a way I can monitor the performance difference between enabling and disabling Mips?
@Obscura, Here I have adjusted the alpha, all around the mesh is looking the same because I adjusted the alpha exactly from where the texture starts to mip therefor once its mipping the alpha gets stronger and so all the grass is visible with no difference really. But you still see a hard line because the mips aren't casting shadow. (Thanks for the tips though)
http://i.cubeupload.com/MuDhU2.jpg