Hey there, I am about to use my free time from school, until the beginning of the next semester, to start a new personal project. This project will be my first project inside UE4, my first full PBR environment and also my first nature project (vegetation and things like that).
My goal is to make a small/medium environment based in the Cloud Forests (cloudy/rainy forests from places like South America contries like Panama, etc). I have been doing some research to get some detail pictures of the vegetation I am going to model.
I am really looking for sincere critique here, so that I can improve my skills and push them even further. Also, some tips and tutorials about this matter (vegetation, UE4, vegetation in UE4, etc) would be great!!
This is my moodboard so far, note that I have more references in my PC, this is just the base where I will get the main concept. Also, if you recognize any species that I don't have the name or the names are in the wrong flora please let me know
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To test my bakes I usually use MT2 because it is faster, but the problem is that I am having some kind of trouble with the bakes. I am using 3Ds Max Render to Texture, with Hammersley at 1 and I am rendering 2k textures. The problem is that the textures seem a little pixelized to me, both the bake it self and the model with it applied and I am not sure why, since 2k should be quite high enough to guaratee some good quality I suppose.
2K Normal map Bake:
Render inside MT2 with 2K Bakes:
Render inside MT2 with 4K Bakes:
I have been trying to change the settings everywhere but I don't seem to find the source of my problem. The only way I can get a better result is with a 4K bake but that's way too much for vegetation, at least it think so in this case.
I'm assuming your highpoly is high enough, so that the problem doesn't come from there. Maybe this can help you:
-Bake the textures in 4k and then reduce them in photoshop to 2k (or 1k...). That should ease the problem a bit.
-You are using 4 different leaves in the same texture, but to be honest, they look very similar, and nobody will really notice at the end of the day if you are using just one model for all the leaves. You can add variation in many other ways (on the low poly meshes, stretching a bit the UVs, multiplying the albedo by a tint based in the world position, using different albedos but the same normal...). So if you only use one leave in the texture, that leave will have much more detail.
-2k is a quite heavy res for a leave as well, if you are going to add tons of foliage maybe it is just too much. However that depends on you. In my environment I'm using 512 and 1024.
-When I use RTT in 3ds max I usually choose a preset called 3dsmax.scanline.radiosity.high. It is very quick and also gives good results!
Best regards,
n4uj.
Yeah I noticed now that they look quite the same because the only difference between them is the noise modifier. I will have some tweaks in the Low poly to make them look different, I was also thinking about having more than one alpha mask so that I can have different damage in the leaves from plant to plant and now that you mention it, having more albedos would also be awesome. But before that, I will try to add some variation to the High Poly itself!
Also, I'll give it a try to the 3dsmax.scanline.radiosity.high
Another thing you may want to try is anti-aliasing. That may get rid of your issue.
One other thing that would be good to try is baking in another program such as xnormal to see if the problem persists.
You might check to make sure mip mapping is disabled in Marmoset. That can really downres things and if you're trying to get a 1:1 comparison of raw model and textures it can be a real problem.
You might also try saving in a different file format. Usually I like .tga 32 bit for textures with an alpha.
When you are working on big environments it is a good practise to think on it as a whole as well, try to not get stuck in one little thing for too long. Sometimes we spent too much time on a issue that at the end of the day it is just the 0.5% of the whole enviroment, and that might encourage you to not finish the project because it is taking soooooo looooooooooooooooooonnggggg xD So, for instance, try to see how the fern looks with the rest of the scene, because you are not going to be able to get the perfect fern until you do that.
Try to test the stuff inside of UE4 as soon as possible, because foliage there looks fairly different from marmoset toolbag 2.
Good luck man I'm looking forward to see more stuff ;D
n4uj
In any case you could shift those leafs onto either the left or the right hand side and still have 50% of your texture space left for something else.
Yes I tried to break the HP silhouette a little doing what you said, moving and rotating the leafs. I am thinking about adding random damage to the leafs using textures (alpha maps mainly). Also, I will be using substance (designer or painter still have to decide) to work on the textures and make it easy to randomize the textures inside UE4, so this might help me a bit.
I will post some of my progress about this little fern soon
To do so I started working in the base floor texture, which is a leaf floor. To get the result that I want I guess ZBrush (avoiding substance designer for now) is my only way to go because I need a random but tileable texture (if you know any other way to do it, like another software or plugin for Max/Maya that would be awesome) from which I can extract a normal map, displacement, color map and also alpha masks for each of the five types of leafs.
So by now I have the following work done:
I am liking the result by know, since I already tried some renders in MT2 and they look nice. The problem is that I want to add much more leafs so that you cant almost see the dirt and this is where my problem starts. I need to offset the multiple layers (on the left of the image) together (as you do with the "~" key) but I just can't get a way to do it because whenever I try to do it, only the selected layer will move. Anyone experienced with ZBrush can give me a little tip in this matter? Taking in count that merging the layers is not a good option because that way I won't be able to render the various alphas.