So I'm now struggling a little to get my shadows and lighting to work well. It seems that when I have accepts dominantDirectional shadows ticked on my speedtree factory actors terrain properties, the plant is just all shadowed out if it is not receiving direct light. Consequently, when I un-tick this it seems that the…
Now i remeber that the drawback of speedtree at least few (several?) years back was that it was NOT the most friendly software to make really high polygon tree (no quad low poly planes with alpha masks for leaves, but real shaped model of leaves). Like really high polygon tree hero models for render videos of movies... I…
I don't know much about Unity but isn't it possible to upgrade Unity 4 projects to Unity 5? Speedtree is quite powerful and much faster then manual modelling methods. Takes some time getting used to and learn all the tricks but well worth it when you plan to do a lot of foliage for your game. Doing LOD's is a breeze. As…
Might struggle with material blending and landscape in this. I did some research on Gaea, and it seems like the best option for making the overall landscape. For the ground around the trees and face, I made a simple cone mesh to better blend the elements together. Started messing around in SpeedTree to get a base mesh of…
It's an incredibly mixed quality bag. Tits are moot when they're on a body that looks that laughably abysmal in motion. Animation is appalling, the lighting model is extremely dated looking, the UI teetering on the very edge of being of acceptable professional quality, and don't start me on the texturing. I just can't deal…
Many thanks Eric, awesome response. Just a couple things, I was unclear about what I meant by using PaintFX. It seems a lot of the tuts use it for laying down the branch diffuse in 2D because it's a parametric way of getting some varied branches. This is a huge step which I'm having the trouble with since branches are…
Hello everyone. I want to show what I'm working on right now. Yesterday I saw this image and noticed some smooth wet smooth transition between moss and the rock. And of course, decided to challenge me and try to achieve it completely in unreal material editor :) And I have this now. It's very simple but it gives the scene…
I really like what you are doing here, @Sugus. You have the right attitude - eager to learn and constantly pushing yourself by critiquing your own work :) With regards to foliage, I think you are much better off modelling it yourself and trying to stay away from Speedtree because: a) You'll learn more. b) It will look…
test postx sorry this is playing up at work, already wrote a response that got lost. Basically you can do this three ways. In decreasing complexity. 1) i think you'd need to transform the matrix for the vertex shader to get it to stick to screen. you cant do transforms through the built in nodes in to vertex shader (at…
Thanks for the replies. Your suggestions seem to conflict! I'm using UE3, which I know supports multiple UV channels so 2 shader setups would be possible. Speedtree uses 2 or more I think but the Speedtree meshes have their own properties which allows 'branch material', 'leaf material' etc. I've been Reading through all…