Started work on a new scene For this i am making everything with a combination of designer. zbrush and unreal. Not sure whether i will be including any scanned data as of yet. All the vegetation was made using a plantmaker node i created in designer. early stages
Looks like a good start. Looking forward to seeing how you plan to fill the scene. Right now the area is pretty bare, I think it would be cool to populate the area with trees and a little bit of vegetation similar to the image you posted.
Thanks :) Unfortunately I know nothing about shaders. I've made blueberry, canna and some other plants. In the end I have 25 different vegetation: grasses, lavenders, flowers, mint, thyme, blueberry, rhubarb, canna, iris and some more :)
Thanks everyone, i'm really glad you like it! Froyok, Pangahas, TeriyakiStyle -> yep i was planning to make a pass for a few props to place there and there, same thing for the vegetation =) Fnitrox->okey i'll post some screens later =) jeremiah_bigley-> Woups. =x
I noticed with making trees myself that less is more. What I mean is you want to use more planes to construct with lots of negative space between the vegetation. This is so it can layer up without turning into a mass of green with no defining features.
Hey Neox, I've taken a look at your tutorial on the custom shader, really well made. I was just wondering if you apply this shader network to all the environment models, I mean buildings, vegetation etc.. ? Does it work well with Lightmass?
Thank you :smiley: A little update because I have been asked this a lot: Dust and ground vegetation use deferred decals with tiling world-aligned textures, modulated with a heightmap and using a falloff at the edges derived from the Decals UV-coordinates.
Hey everyone! I would like to share this forest environment made whole by me. This a personal project created to practise vegetation, light and composition. Any feedback is welcome! More photos, video and get materials: https://www.artstation.com/artwork/xJonzW Thanks and have a good day! ^^
im making some progress on a remake of the famous blood gulch from the halo series. there's still a lot left to do like vegetation, small boulders, the cave, the teleporters, halo skybox, etc. really playing around a lot with the colors and lighting also. I would really appreciate some feedback!
Superb, the only thing I don't like is the relative mushiness of that big tree trunk. Also, would be cool if there was a way to achieve in UE4 what was called 'Cap opacity fall off' in CE3's vegetation shader. That would help with the tree crowns a little.