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…
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…
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
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.