Hello, do you have any sugestions on how to do to apture grass textures to make grass patcges , flower beds etc in a game ? I mean technically strip out grass of soil or else ? Take pictures how and at what distance ? Etc ? Thankyou.
I may be misunderstanding the question, but I think he i asking how to create a realistic grass card texture by making a photo of it or scanning it. And in that case I'm wondering why redo this for the 10.000th time instead of using an existing scan that is accessible on the internet.
Like I said I'm possibly misunderstanding the question.
Thankyou for the answers , my question though is more on the capture grass textures from real and process them to be used in games , the reason why I dont use internet sources are paywalls and also couse I wanted to learn how to create my own sources.
why redo this for the 10.000th time instead of using an existing scan that is accessible on the internet.
It's always good to have your own library for such things. Many content providers allow to use their things only in CAD or have special conditions or even if they do it's too much of a hassle to figure out if they really allow it for videogames and you need a special person for licensing and similar headache . Or sometimes your employer /customer prefers to have everything be "original work" especially form contractors . Or because Megascan is too expensive for a studio.
I recall I once tried to ask Quixel if I am as a business can buy Indie subscription and then re-sell to big game company together with my own work and subtle modifications. It was like asking Autodesk about indie licensing . No simple and definitive answer . In the end the big company just told me to forget about it. Customers don't like any licensing /trade rights complications usually.
You go outside and pick good grass specimens. Then you throw them into your photogrammetry setup, create the scans. Pack the scans into an atlas. Then use the atlas as modular assets to build your grass cards/meshes.
If you don't know how to do a photogammetry setup, look on youtube.
If you have an Epic/Unreal account then quixel megascans is free.
If you wanted to be super pure about it you could download the scans and reverse engineer them by seeing what realistic albedo, roughness, and normals look like. Then replicate it yourself.
There are also free foliage assets on the UE4 marketplace, you could deconstruct these too. There's flowers and different ground coverings and trees.
Anyway I was more looking for tips on how to capture pictures, what tools use, what type of camera, focal lenght etc?
it's irrelevant. You just need to make a black box and 2 lamps in X and Y direction for normals . Then you could capture leaves or grass plants you have picked with a phone camera or any you already have .
Replies
Creating Grass and Vegetation For Video Games from Jason Stokes / FuturePoly is a good rundown of the process.
More:
http://wiki.polycount.com/wiki/GrassTechnique
http://wiki.polycount.com/wiki/Foliage
Like I said I'm possibly misunderstanding the question.
https://magazine.substance3d.com/your-smartphone-is-a-material-scanner-vol-ii/