I am working on this scene for the past three weeks. Through this project, I want to explore more about the Ue4 vegetation Pipeline and Speedtree. I hope you guys like it. You can see my previous work here:- https://www.artstation.com/souravkumar Thanks for watching !!!
@gnoop Small intersections are alright. I'm trying to do my work as well as I can within reasonable time. In this case perfection is not needed since it is a racing game and tree won't be on player's screen for too long. Afaik speedtree is used for serous foliage and can distribute leaves respecting collision, but I never…
Looking for feedback on this! I've been wanting to do an environment on unreal engine 4 for a long time, so her it is :smiley: Done in unreal engine 4 with maya, zbrush, speedtree, substance painter and designer. A link to my artstation if you want to see more : https://www.artstation.com/droswing Beauty render. Foliages.…
First attempts at using SpeedTree to create foliage and I can see there are definitely some improvements to be made. Hand painted hill textures, but I feel I will most likey just use a height map in unreal to create the landscape and then proceed to paint in engine.
Thanks for your feedback, I fixed the stretched buttons and made some other minor changes to the mansion scene, like improving the wood beam textures but I removed the other environment until I remake the trees at least. I plan to follow a tutorial on speedtree for that.
I should mention that Andy's tutorial does not represent a game-friendly method of making trees. It is usually very expensive to use a bunch of camera-oriented billboards. Most game engines are not optimized for this. Speedtree is specifically setup to render this efficiently, but you have to integrate their renderer into…
I think they scrapped speedtree and have their own implementation now. Also, crysis was quite linear and worked with play-areas and background-areas. The imaginary size of the island has no meaning. We're talking amount of areas where you can actually go everywhere. But still, they've got a long way to go before they beat…
Hey guys check out the scene I just finished! I have been playing a lot of Witcher 3. Can you tell? Let me know what you think! Programs Used: Maya, Unreal Engine 4, Substance Painter, Photoshop, SpeedTree, World Machine, xNormal
nice! keep at it. Your cobbles seem a bit melty/smooth, maybe the specularity map needs adjustment, I'm not sure. IMO rocks are really much more difficult to make than they seem; eons of geological history is required to make each rock. If you search for cobble there's a few good examples you can look at…
You dont necessarily need to merge the branches into the trunk, you can (re)use banches and stick them into the trunk. To get a smooth shading, you can adjust the normals manually to the direction of the trunk normals (like speedtree does) There will be seems in the UV mesh anyway.