I know I'm in the middle of the bar scene right now, but an art test came up, and I need to come up with a cool forest maquette by Wednesday. I've been making some trees and materials for them. Here's the reference;
Here are the bark & moss material I've created so far. The moss material has opacity so the bark will show through at certain areas.
And the trees;
Biggest issue I'm having so far; The materials look pretty bad close up due to the trees being so big. Of course, I've got the UVs repeating 20ish times, and I'm using 2k maps.
Replies
But anyways, pick some moss references it currently looks like a mask multiplied on green color.
The bark material is kinda nice but can benefit from some finer and sharper details. It also needs more volume in the normal map as well as it looks flat on the tree mesh.
@Maximum-Dev I receive the test last Wednesday, so in total they gave me a week. Still doesn't feel like enough time though! Thanks for the tips. I've been trying to get my moss to sit right for a while now. The biggest issue I'm having here is that I've got the UVs multiplied by 15, and then up close, the texture looks pretty low quality. It looks alright if I up the texture size to 4k, but I don't really want to send something in with textures that high.
My specular for the moss is definitely throwing the realism off quite a bit, I've gotta tone it down. I'm going to adjust it and move onto something else for a bit.
The bottom of your trees are maybe too circular. It will be a little better to add some details (if you have the time to do that )
Good luck
I'm always drawn to dark colours when texturing but I need to learn to let the in engine lighting do some work too.
@Protokoll_Studio If time permits, I'll throw some extra geo at the base of the trees!
Regarding what Radumitroi mentioned early on, I'm seeing what he meant. I've lowered the trees, as in the renders above, so that the branches start lower down. It's going to be difficult choosing a view for the maquette which shows off the height of the trees reaching into the sky, but also shows the small details of the textures and log and stuff.
I realized I didn't need to create an extra fallen tree. The trees are so tall, so I just cut one in half and nobody will recognize the half tree is the same as the large tree!
Flipped the moss texture onto the underbelly and created a new set of log textures so I could rotate the log and use it a second time.
Added more ferns. Haven't gotten around to adding sticks, but frankly that'll be the easiest thing on Earth.
Tomorrow's to-do list;
- Sticks
- adjust the hanging moss texture so it doesn't look like stripes hanging off the tree.
- If I have time, create some sort of second leafy plant for the ground so I don't have to add more ferns just to fill everything out.
I'm thinking Wednesday will be fully about getting home from work, creating some sick renders, packaging everything and sending it off to the potential employer with a kind thank you note!
I would not create a little diorama but instead put a lot of vegetation/tree in one place to show how dense the environment look ! You need to do a forest no?!
Tweak the reflective value for the objects.
Fern should cast shadow
I'm still not able to get my ferns to cast a shadow. I've tried setting the lighting mode to both Surface Translucency Volume and also Surface Forward Shading, but the little guys refuse. I can't for the life of me figure it out.
Currently I made the red bush have less alpha so it stands out a little nicer. Took Maximum's idea and created clovers; it worked really nicely! I also made two modular roots and put that around the trees to try and appease Homart and Radumitroi telling me to add more geo to the bottom of the trees! Lastly, I've updated the texture of the hanging moss so it doesn't look like strips of moss.
I now have one more day of work I can put into this. All your tips have helped me out so much, and any more would be appreciated!
Make your clover slightly darker than the ferns.
It seems like the backfaces of ferns are black.Plug your fern Albedo to Subsurface Color pin as well if you haven't.
Seems like you are using Translucent shading model for the stuff hanging from trees. Remember such sort of things should always use Masked blend mode and Two Sided Foliage shading model. Revert all the Translucent settings to original.
I think the clovers have no normal map? try to get a normal map on them to break up that uniform light reflection.
New lighting and background is now far better than the default ue4 sky sphere.
In retrospect and self critique;
- I could have put a lot more creativity into the trees, and adding a few rocks would have been a nice touch.
- The moss on the branches could also use a more subtle transition into the non-hanging moss parts.
- There is no hanging moss on the fallen tree.
- The dirt texture is a bit too uniform, would have been nice to paint in some darker textures and spots.
But once again, I was on a tight deadline, so I won't be too harsh on myself
@Maximum-Dev I did your suggestions, except for making the hanging moss two sided foliage. When I did that, it just didn't look as good as before, so I reverted it back to translucent. If the deadline wasn't right now, I'd play around with it and try getting the foliage option to look better.