So I'm working on a project with some people, one guy is making the tree's in SpeedTree and I've got a large terrain to place them in. UDK won't let me use the foliage tool to place SpeedTree tree's easily, it only wants static meshes so do I have to place every tree by hand and rescale each to create variation?
That's like saying i don't like Photoshop because their textures look bad. You can customize pretty much any aspect in speedtree. And things that you can't generate directly in speedtree you can still import as custom meshes. It's in full control of the artist to make speedtrees look good. And for what you have planned…
Just an FYI for anyone having issues like this or just wanting to do a fresh/clean install of speedtree, go into the registry and navigate to the following location "HKEY_CURRENT_USER\Software" delete the folder called "IDV, Inc." and when you reopen speedtree it will recreate all of this again. They are the user pref's.…
Hello , since I am not an expert I was wondering something to ask you experts in the game development sector ..... I have awed at the crysis vegetation density in the game levels , I love actually them and I couldnt avoid to compare them for example to the middleware used in many other games like speedtree , for example in…
SpeedTree will let you import a mesh into the modeler and model foliage around/on top of it. SpeedTree also generate LOD's, wind effects, AO, automatically on exporting to UE4, Hope that helps!
We are looking for a freelance environment artist for an Unreal Engine game project, good speedtree skills are required. if you are interested please send me your portfolio and your rates in a DM.
Hey there thanks for your answer. i heared sometimes that its more "legit" to make it all by hand and that it's "cheating" to use speedtree. i know that a lot of company use it and get great results - but they need a good skillset to create an good output out of speedtree. but if this is a legid one then i will get the ue4…