For vegetation, you do not plug in anything to the Sub surface target. Everything you are trying to achieve is already there within the vegetation shader. Add you're spec map into the opacity and do what I said in the above post ^ and tell me if you don't get the desired results. Because in this case, you should unless you…
@Torque: I'm sorry, I'm confused. The water on the far left is geometry. New screenshot. Adjusting the vegetation on the bridge, I'm going to concentrate it around the base of the door as per the concept. Also, I added some wind effects to all the vegetation so that it's not all perfectly still in the video. New video…
That is because there is no vegetation whatsoever. And there is no atmosphere yet. No cloud/sky diffuse, Everything is yellowish because of the yellow sun. But yeah I know what you mean. Once I get the ground floor done, it should help out alot, along with the trees and vegetation. It is definitely the lighting that is…
To clarify, my problem with the tilting technique is it can only do so much when given limited vegetation. If you are fixed camera and all grass are stylized then it's relatively easy (see Zelda above) If you are first person and vegetation are varied, then the Horizon Zero Dawn approach would work. But if you are a game…
Do some variations where perhaps you have a mountain with some snow on top, one with some vegetation and maybe even one where the diffuse is of a different color so that it looks like a different rock. You could put the vegetation and snow on a separate texture with alpha and put them on a slightly bigger version of the…
@kohg I know it, and I will try to improve it. If this doesn't help, than remove. Is there some tutorials or something, what can help me? I've actually read and watched a lot of them, but maybe I'm missing something important, that vegetation doesn't look believable. Maybe I need to try SpeedTree? Why my foliage look so…
Hello, I am working right now on my personal project. I decided to rework in UE5 monastery scene from my favorite game Gothic 2. I wanted focus heavily on trim sheets because i would like to improve in this area. I used one 4K texture for all assets(buildings, walls, sidewlaks , bridge and everything what i modelled.). I…
Hi Everyone, I've uploaded two new tutes in the UDK series at my site : http://www.showmethatagain.com/videos/UDK/terrain09/ : vegetation - objects & shadows (26 mins, 90 MB) http://www.showmethatagain.com/videos/UDK/terrain10/ : vegetation - foliage based grass (40 mins, 123MB) I'm now working on the final terrain tute…
The world position texture setup was a good idea. The way the tunnel curves off to the left was a nice touch to help breakup the symmetry of the image overall. The vertical flow of the hanging vegetation is really flattening your image though. You should push the dimensionality to make them look fuller and less linear. The…
The original CryEngine (Crysis) seemed to use a combo of alpha test and alpha blend. A shot from the demo. CryEngine 2 (Crysis Warhead, Crysis Wars) uses a deferred renderer, which allows them to smooth out the edges after they're alpha-tested. Here's an explanation along with lots of other cool info about their…