Hey guys, for all Unreal Engine users out there... I'm an environment artist and I tend to make and render all my environments in real-time with unreal engine, however, The best result possible is found by rendering the scene with the maximum quality as possible and with photometric render, that is the one I always use as…
Hey, I'm not an environment artist, but I do make hair cards which follow a very similar pipeline. You're right that the reason you would want to follow the shape of the leaves is to avoid too many overlapping transparent pixels but as engines have advanced, the amount that this improves optimisation is negligible and so…