@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…
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.…
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…
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…