@JobyeK ty for that link, I was about to search internet wasteland but you saved me some typing. I'm gonna absorb it all now. Thank you. Would still love to see atlases or wires. I assume atlasing of textures was done by SpeedTree or did you take some measures to maximize texture space? Eg packing whole specie to single…
yes - although the lod chain part doesn't bother me personally since both simplygon and speedtree cope well enough with lodding/billboard generation. im more interested in baking the high-lod leaf atlases and - to the shader question. the ability to gather any data I might happen to need from a mesh, composite and transfer…
Hello, I'm looking for high quality tree assets for a small scene where performance is not so much of an issue. Something like this: Quixel Megascan Jungle Star wars Battlefront - Endor's moon I do not want to make a huge open world forest like this one: Unreal Engine 4 - Open Jungle DirectX 12 Demo I've looked at xfrog,…
hello! I am working on a project that will require an immense amount of foliage. Ive been looking at the new SpeedTree for Unity 5 offering and it is really nice, but I am wondering a few things. It seems like the untiy offering is desighned to create one single tree, not an entire forest. this is not exactly what I want.…
Thanks guys.Is it acceptable for one to use grass meshes animated in Maya.I have been watching vids of Watch dogs and I am wondering how they got grasses over huge terrains and they don't take so to load in the game. I think I will stick with speed tree grasses.Its gonna be painstaking but I will move it all around the…
Thanks all! @Shyralon the trees are hand done with splines and a tapered cylinder in max (later cleaned up for optimization/ tri count). I also added a twist modifier to the cylinder. The spline itself, I gave it a good number of points and used a noise modifier to get the gnarliness of oaks. There's only one "branch" mesh…
Aye Yo Polycount! I wanted to share my latest scene. I have been working on this project in my spare time and really wanted to share it with you all. I have both a breakdown of the scene and a tutorial on how I did procedural generation for foliage and grass in my scene. I couldn't find any tutorials on how to do this so I…
I notice the industry using a lot of Megascans these days. After spending some time searching the site, I notice theres a lot of separate leaves from trees and not full branches. To make trees using Megascans and Speedtree, are people just grabbing the leaves and assembling them in into a custom branch in photoshop and…
Hi everyone, How is going the work? I made a large environment that I would like to show you. I did this with the idea of improving my skills in Unreal, Speedtree and of course, modeling focus on videogames. The challenge was to make a big environment with a natural lighting look and set up everything as one. I found a few…