Latest update:
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Hi all,
This is my forest development in UE4 thread.
I want to make a good looking forest environment with gas station, my main inspiration is this:
http://polycount.com/discussion/156641/abandoned-gas-station-ue4/p1If I can achieve something similar to this I will be very pleased
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Right now I'm researching and slowly developing well forest environment.
Please If you have any helpful information (tutorials, techniques, articles, interviews, suggestions, critique, etc.) don't hesitate to post here
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. I will appreciate that very much
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A month ago I basically had no idea how to make trees or foliage.
Here is a rough block out of the level (assets not made by me)
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And here are some assets I've made so far
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Thanks for taking a look!
Replies
I think your trees and grass look quite good, maybe just some colour variation to break that solid green. Dead/faded leaves and blades etc.
The Fern looking things look a bit strange, do you have reference for these? The almost look upside down.
Keep going at it!
Your grass looks pretty dense as well not sure if youv just put loads in for the image
@Benvox2 One of the aims for project is to do everything manually so no Speed Tree
@Adelphia Cool video thanks! Very cool husky
What do you mean by changing normals on branches exactly ?
Grass density:
Is this too much ?
@Montreseur
Yeah I now have loads of cool foliage and tree references however I'm lacking technique references from artists btw this is my thesis so I need loads of them and there seems to be lack of books about foliage/vegetation for video games
About color variation
I did this (adding variation to color based on position)
But I got weird results
One side looks fine
But other side
Seems to have less or no effect
Material is double sided and 2sided shading is used here.
Why is this happening and how to fix this ?
Nice improvements otherwise. I'm not fan of the big triangular shaped plants though. It seems they are bent the wrong way (going up instead of being pulled down near the tips)
You where right SS was using wrong input and now it's fixed , thanks
Is it now shading correctly ?
Back/front/side = sun loaction
It duplicated my previous responses and I dont know how to delete these
I would say maybe a bit too dense if your having a lot of this in a game it would start to hurt weither your culling it or not. If you could get a good ground material under it then you should be able to lower the density.
Colour variation. You should have more colour variation within the baked texture sheet your using before adding location based variation(witch looks good btw).
And yea those ferns should bend up then bend down towards the end
I have now shifted my focus a bit to lighting and have run into problem with shadows
All lighting is dynamic (no light bakes anywhere)
Where and how can I control shadow distance in BLACK square shadow dissapears
Where can I control shadow quality range (yellow box good quality -> turns in to red bad quality)
You'll want something more like this for your ferns:
@stickehbunz
This is one approach for the bark: https://s-media-cache-ak0.pinimg.com/originals/51/d9/c2/51d9c273f3b33d33824419b4a1320694.jpg
You can get some really nice heightmaps and normal maps from just a reference image. I use nDo, but I think Crazybump (free) does the same job.
Thanks a lot for the tutorial. I use njob because its free, Crazybump costs money ($99) just for personal use.
As you can see UV is as simple as it can be, looks like I have moved diffuse texture cant find it atm
I will do that but right now I'm trying to get lighting in order as bad lighting made me change diffuse (when diffuse was ok but lighting made it look bad) so after that I'll get back to trees
@Tetranome Yes, thanks for the reference finally have a good clean fern ref
But yeah still trying to figure out lighting I enabled the distance field shadows, baked, result is the same ...
r.Shadow.FadeResolution - controls how big the light has to be on the screen before it *starts* to fade out.
- Default Value: 64
- Can lower this value to keep shadows from fading out at further distances
r.Shadow.MinResolution - controls how big the light has to be on the screen before it *finishes* fading out, at which point it no longer has cost.
- Default Value: 32
- Lower values seem to increase shadow visibility.
r.Shadow.TexelsPerPixel - Causes a higher resolution to be assigned and then it should fade out less aggressively
- Default Value: 1.27324
- Can increase this value to improve shadow rendering visibility & quality
r.Shadow.RadiusThreshold
- Default Value: 0.03
- A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).
(Taken from https://forums.unrealengine.com/showthread.php?6622-Shadows-disappear-with-increased-camera-distance)
Mess with some of these commands
Update:
Oh, this seems to be a thing now? I would try this before messing with console overrides.
https://forums.unrealengine.com/attachment.php?attachmentid=93023&d=1463115508
However the problem is now solved
I'm trying to add moss over objects using vertex paint
On final add some 3D Assets to the mossparts that it dont look that flat. Or try to use displacement on mossparts to push them out a bit.
I have now changed moss/brick to this:
What do you guys think ? What to change ? How to make better ? Any suggestions about inside wall materials ?
Also finally changed that fern
And here is a shot of how scene looks atm.
Nice grass and flower textures
Video will be coming soon.
After a while I will be adding more (hopefully cool) stuff to this environment ..
Something that stands out to me is the chopped down trees it would never be a clean cut like that it would have chips round the edges and bark stripped away a little.
Agree about the chopped trees. I underestimated the time it takes for all the little details ...
I would suggest you try to improve the waters edge, I have attached an image below to help you a bit.
You can see that the water is not transitioning as hard as your water puddles are doing at the moment. The way I see your water puddles working is when you have actual damaged concrete underneath. Then it could create a puddle in the left behind. But I do think that making the concrete seem more wet as a whole piece (exect under the roof of the station itself and other dry places) Could help tie the piece a bit together.
If you can show me a picture of the textures/materials of the water I could maybe help a bit more.
I would also love to see the grass growing on other parts of the station as well. Another Image shown below with what I exactly mean
It would be nice to have them coming through cracks of the concrete as well.
Also, going back to your initial idea of making something like this awesome piece by @kimmokaunela seen here: http://polycount.com/discussion/156641/abandoned-gas-station-ue4/p1
Then I suggest you study it, see what types of plants he uses, how he creates variation, how detailed his props are in the scene itself and so forth.
There is a lot of time and dedication that needs to be put in this piece if you want it to work.
But you can do it!
Sorry for the wall of text, but I hope this helps and I really love to see you grow on the scene, and don't be afraid to ask stuff, I'll gladly help!
Keep it up!
Here is an updated shot.
Crits and comments welcomed
Get some real world measurements for the barriers, doorways, sign posts, and your poles. Then build around those real world measurements to get your scale on point.