Do you create moss in Substance Designer, or is there a method to do it in SpeedTree to use as a texture for blending? I'm aiming for realistic results.
Oh also... when I searched the forums for "moss" it turned up a reply to someone's art that had a link to a breakdown by one of the Naughty Dog artists. https://www.artstation.com/artwork/4965R1
He doesn't talk about the moss specifically, but the rest of the page is awesome and well worth taking a close look at. Plus there's a YouTube video of the whole ZBrush/Substance/etc. workflow for making terrains in The Last Of Us.
Hi! Another approach would be to blend in a tiling moss texture set using a mask (vertex paint, texture map, direction, ...). Then, to break up the silhouette, you could add a layer of moss cards on top. With foliage that conforms to an object, you might want to transfer the objects' vertex normals to the foliage to get a more unified shading. Aside from overgrowth on unique objects, you could probably create some generic moss patches, base mesh and cards spawned on top, for general use.
All that said, to find a good solution for your engine of choice, I would look for sample content that has the fidelity you're looking for, then learn from it or re-purpose it. When starting out I would keep it simple.
Replies
This is what i get
https://www.artstation.com/artwork/4965R1
He doesn't talk about the moss specifically, but the rest of the page is awesome and well worth taking a close look at. Plus there's a YouTube video of the whole ZBrush/Substance/etc. workflow for making terrains in The Last Of Us.
All that said, to find a good solution for your engine of choice, I would look for sample content that has the fidelity you're looking for, then learn from it or re-purpose it. When starting out I would keep it simple.