Starting a new environment to further practice foliage skills and general environment art. Aiming towards a dense forest scene with a single central prop (Tree + Capsule) as the focus. I intend for this to be quite a long term project, given its scope and also the fact that I am in the middle of my semester and so will not have a whole lot of time to dedicate to it. I'm almost approaching it more as a sandbox to try new stuff out than a focused environment study - but we will see.
So, this is the scene, as it stands currently.
This is my first proper try doing any kind of large foliage like trees - I have done them in the past but was a bit lazy about how I made them. As such, this was my first experience wrangling with the workflow for trees and foliage and I must say at times it felt like performing a bewitching ritual.
I started with the main trunk and branch structure, Subd-modelling a base-mesh and then sculpting over that. I struggled a lot with figuring out how the branches were going to work, before I realised that I was approaching this from the wrong angle, where the usual process of blockout-to-detail doesn't really apply. I unfortunately didn't take any screenshots of my early attempts but they were quite goofy.
So instead I sculpted some leaves.
And then some branches.
I textured both and baked them down into cards to use on the canopy. I ran into an issue baking multiple texturesets in SD, where they'd overwrite each other (marmoset was just not an option due to the HP polycount), so I had to recombine the leaf and branch textures in Photoshop using MatID masks.
Which leaves us with this crown, using
this tutorial from the wiki. The final tree has ~15,000 tris and 2 texturesets. I intend to use matlayering for the trunk once in-engine. The crown is probably a little
too full but I think, given that it's supposed to be viewed from below, I want more coverage rather than less.
I did try to do some vertex-weight shading stuff with the branch cards but I couldn't get something that looked nicer than straight smooth-shading, so If anyone has any tips or pointers that would be much appreciated!
I also made mid-poly variants of the branches to place by hand once in engine, so that it's not all 2D cards.
I am, of course, absolutely looking for feedback on this as it's my first attempt at foliage of this scale. So if you have any comments on canopy scattering, branch structure, etc etc, fire away.
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It's still feeling a little empty/underdetailed, so some advice on how to fill it would also be appreciated. I'm trying to hold off on filling it with hanging cables every which way, as I'm not too sure of the capsule's final orientation yet.
I did have to do a fair bit of work by hand to remove the background of the scan, so i should look into better ways of handling that - such as maybe offsetting the backplane during photographing so I can just box select and delete irrelevant points once reconstructed.
Some final renders. Quite happy with this, considering how fast and painless it all was.
And yea the fog is not ideal, maybe a landscape in the distance
Thank you!
I think the green and red lights are important highlights to bring the details out in the scene but I can't really justify them thematically.
Cool idea, hopefully you don't mind me offering some feedback. I'll paste all the comment boxes from the image to the post as well.
So here is what I gather is "The Story":
Hope some of these feedbacks help! Would be awesome to see another update. Keep at it! And I'd heavily use reference for the types of details you are trying to replicate. And then be very critical of your own work, and develop the skillset of a personal critical eye.
I see what you mean about unifying the wearing between linked objects. I am planning to use creepers/vines over the top of the tree/capsule as layering but I think i will do another material pass as well. I do also plan on making the crash trench (behind the pod) deeper and more detailed - broken roots and so forth. I was also thinking about moving the central control panel so that the open hole in the bodybag is more visible - my intended 'occupant' for the capsule.
This is very valuable and I thank you again for taking the time to do this sort of write-up.
Delighting/processing this was a lot more difficult than I anticipated - removing specular is a lot harder than shadows it seems. I also had to do a little bit of cut and pasting to patch up errors in the scan.
Regarding the baking i suggest making the lightmass importance volume a lot tighter around your scene, i would say to just encompass a few meters around the tree. Then reset your lightmass settings with the default and do a test bake with the preview option selected. See what it does and go from there. Dont just crank every setting up to 11 and go downwards. Of course you are going to run into memory issues. Another thing you can try is the gpu lightmass baker, if you have a decent gpu.
Regarding the detailing of the interior, i agree with other people saying that the interior of the capsule is a bit lacking but dont overdo it. Dont waste time making a milion little details in high poly then baking them and unique texturing them. That will take forever and of course you will get burned out. Instead try to work smart and create some quick assets that look decent at a reasonable distance. Unless you plan on doing some really close shots of the interior, there's no point in spending a lot of time on it. To me the exterior shots are more important, thats where the story lies.
Good luck.
Im still having a hard time understanding how that capsule landed so precisely inside the tree arch and just sits there so nicely.
Another cool idea could be a skeleton? Not sure about that one but it could definitely reinforce your current point of interest if you decide to put it inside the capsule or you can put it in a way that makes you think that the person crawled out of it injured and died shortly afterwards.
There are websites where you can download free HDRI sky textures like https://hdri-skies.com/ if you are looking for a sky without lots of trees. The skies are all going to be blue, but you can tint it green with a HSV node or something if you're doing an alien planet.
So the story is that the capsule crashed first and then the tree grew on top of it over the course of decades?
Completely covering up the trench with plant life might not work either, and would just hide all of the sculpting you've done there. Hmm, . . there must be a happy medium between realistic regrowth, and visual clarity for the sake of the story. . . but I'm not sure what that balance might look like. Sorry.
If you decide to further age the capsule to match the tree better, I found some reference that might help. Look up images of a place in Belgium called 'The Chatillon Car Graveyard'. From what I've read, the cars were in that forest for about 70 years, so if you double the amount of rust and decay, you can get your capsule looking the same age as the big tree.
Also, glad to hear your light bakes are working again.
AO is very strong and it kinda ruins the nice lighting. Its actually the color correction that makes it pitch black so either turn down the ao intensity or the cc contrast.
The capsule is worn very evenly and doesnt have any directional or localised wear and grime. You could add moss or dirt with vegetation on the top side of the capsule and maybe do small spots where the rust hasnt completely taken over the material. Also, it would have been partially swalowed by the ground over time. So the ground should blend a bit with the capsule. Right now it looks like someone dug a hole in the ground and placed the capsule there. Most probably dirt would have gotten inside the capsule so there would be a chance for vegetation to crop up in there...
About the skeleton: studios usually wont make you model those, but rather provide you with one already, so I wouldnt worry about it too much, unless you wanna tell peeps that you made everything in the scene from scratch.
Take a well deserved break then get cracking on the next thing