I've got a couple of Indie game ideas I'm doing early preproduction on, and I'm interested in anyone's opinion on the current options for procedural plant modeling (on an Indie budget). The games/my approach: One game is set in a somewhat stylized version of the real world, and foliage is a big part of the game (it's kind…
I'm thrilled to share my new environment project, "The Heart of the Forgotten Hall" — a post-apocalyptic scene where nature, especially animals, reclaims brutalist ruins. Inspired by Nier Replicant and Control, it explores the contrast between architecture and instinctive resurgence. Here are the tools I used Blender…
There was a thread recently about this and afaik we couldn't come up with a good solution with any of the current renderers. It's worth searching for the thread to get some ideas Simplygon can bake through alpha so will do what you want but I'm not sure how accessible that is to a home user. Most studios use speedtree for…
I call this one finished. Some nature assets came out better than I expected, but had to change speedtrees with mesh versions, apparently Epic can't sell assets created with speedtree anymore. Learned much more about modular modeling and texturing. Its now available on the Unreal Marketplace. Thanks everyone, for your…
I don't use SpeedTree so I can't really help with that. I'm not sure what sort of options SpeedTree has for placing planes and controlling shading but it's pretty much a given that you'll have a lot more control in a modeling application so you may need to model it yourself. If you're using 3DS Max you'll need normal thief…
Hiya guys! Updated the grass I made and added in some basic other foliage. I am also testing out speedtree to create all of the foliage from now on, its a pretty neat program! Adding in some different meshes and testing how the light reacts to them, Need to do some more work on all of them because they feel a bit to toned…
Looking better. I think you should play with the lighting a bit though. Getting the lighting and atmosphere established will help you along so you can make your assets match the atmosphere. With the leaf-less trres: You could try using more alpha-mapped dead branches to bring the counts down. A tree used that much should…
Hello, not the polished texture update I promised (although I will show my stylised base material for my tree trunks as well, just need to hand paint details now) but I wanted to show how I've been getting on with SpeedTree which I finally picked up :) both for the purposes of this project as well as freelance foliage work…
Matroskin, you rock. I knew it had to be done with image planes, but I've always been curious as to how you arrange them to look good from all angles. Great stuff indeed. On the speedtree thing...I'm currently making an outdoor environment and I'm modeling everything by hand except for some trees and bushes that are made…
I noticed Speedtree is missing with this release of Unreal Engine 4. I wonder if there is anything planned, in terms of vegetation. Speedtree was kinda handy, as it was easy to learn. Did anyone notice anything else missing/different with Unreal 4? Are there still scene capture actors for cubemaps, I wonder? It seems with…