it's just a basic speedtree model (9 to be exact) as far as the flooring , they are elongated boards, I will mess around with it but not sure how to make a elongated texture not look that way but i will give it a try and thanks.
I understand that speed tree doesn't work with foliage tree in Udk. Does this work in Unreal engine 4? Also I am trying to make a prefab of the grasses I made with speedtree. The prefab seems to be empty whenever I drag it from the content browser into the level.
Hey! Glad to see all the work you've done. Good progress! The foliage helps a lot selling the piece. By the way, what was your process for creating the vegetation? Did you use SpeedTree or did you make it by hand, only with modelling and texturing applications?
I'd agree with that in terms of the main 3d packages, but if you're proficient with the more specialist tools then absolutely put that on your CV - If you're being hired to do natural environments then already knowing SpeedTree will be a big plus.
I started set dressing the level, the trees were made in Speedtree and for the organic assets, I the 'Open World Collection' from the Marketplace, since they are not my focus for this project. There is still a lot of iteration to do, but it is getting there.
Mid 1800's european building. Blocking out and trying to put the parts together. To-Do List: -Make bottom story -Make roof+windows -Footpath+road -texture whole thing -UDK+Speedtree
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…
This is a scene I did for class at The Art Institute of California - Los Angeles. The models were made in 3DS Max and the textures were made in Photoshop. The tree was made in SpeedTree, but it has a custom texture which I made in Photoshop. The screenshots were taken from UDK Dec 2010 version.
i am using speedtree to make trees but for their example trees they have all files in targa, well from my comparison targa files are much larger than png files so why are they used? i am not clear about it so if anyone can clarify it that would be great thanks
Trying to create a bunch of foliage assets for my scene. I am familiar with speedtree and will probably use that for the majority of the work. But is there anything I should be looking out for from a technical side in terms of optimization? What's the best, most efficient way to create a bunch of foliage assets thats not…