Hi there! long time lurker, and newbie poster here
![:p :p](https://polycount.com/plugins/emojiextender/emoji/twitter/tongue.png)
. I was just wondering, after playing around with various paint effects like Grass and various plants, I was wondering how compatible and effective would it be to bring it into a game engine (ie: Unreal)? due to it using a built in material in maya and not a texture file (like a .tga) would that be a problem transferring it into a game engine?
Also if this isn't possible, would anyone be able to link me a good tutorial on how to do really good grass? I know the basics of it (putting a grass alpha on planes) but I just can't seem to make it look believable in composition
![:s :s](https://polycount.com/plugins/emojiextender/emoji/twitter/confounded.png)
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thanks in advance!
![:p :p](https://polycount.com/plugins/emojiextender/emoji/twitter/tongue.png)
Replies
You'll get a super nice and clean alpha and it's really quick to make some foliage.
-Tyler
The problem is that when you do those conversions, you get a really high polycount unless you specify it to be lower, and you'll still have one blade of grass use like 12 tris versus a plane that is 2. It'll eventually eat at your performance. The correct way of doing things is like how gamedev says.
thanks for the response! i'll give what gamedev said a try, although i don't quite understand what you he meant about "saving out my canvas w/ an alpha and using that as a texture".
does that mean render it out as a png with nothing in the background?
I also do this with trees.