How stylized are you going for? There's different varieties of stylized vegetation. Do you have a game or some reference that you are using for inspiration? Looks like a solid start!
Hi Im working on a workflow which uses Mudbox as a way to sculpt more detail into tree's. The problem im facing is during texturing. When my tree has been UV mapped into several parts (up to 10 sometimes), i can't place all the parts into the square, the reason being if i do it, the textures will be very low-res, so…
I'm looking at making fully PBR plants, but the texture creation part has me stumped. I made some herbs as a test run, and I know it was horribly inefficient. Are there any good tutorials out there that cover making full plants (not grass or trees, I'm talking like ferns or rubber plants here) in a PBR workflow like what…
New update This is what I achieved without using any SSS. Only using TRANSMISSION Mask and Color. Using only this nodes setup. I also plugged my normal map into the B slot of the Dot Product at the bottom right. This is a bit better, but evrything is baked again. Is anybody know how SSS works ? Because I tried several…
I am wondering if there is a better way than using simple grass wind. Anyway to simulate better movements in ue4? I am pondering animating this in blender using shape keys or something. I really don't like the movements the simple grass wind provides (too robotic and doesn't move realistically). I noticed there is a…
Been doing a couple of tests for the vegetatation in Pingo, I want to grab the feeling that artists like Kazuo Oga have in their trees. For the background trees I'll be doing the same kind of stuff as they do in their animation, which is just working with planes and alpha. However for the close up trees that the player is…
Hi I have been trying to create trees for my enviornment for the past few weeks, and even though i do manage to get them decent looking, i have a hard time getting that "wow" feeling which im trying to achieve. My main concern is the bark texture, and how simple it is slapping on a texture in 3Ds max and exporting it. I…
Secondary and dressing assets sourced from Quixel Megascans and Unreal Marketplace. Ivy, vegetation and debris - integrated and adjusted to match the scene's tone and weathering.
Hello everyone! I am Tingwei Liu. I am an international student studying in the United States, dreaming of working as a 3D character artist in the game industry. I learned and used Zbrush for the first time in September, and I have been learning and training until now. I want to record on the platform of polycount each of…
I guess I were to make a counterproposal regarding a watermark or icon, it would be along the lines of "how much of that image did I actively create". It would not replace a proper written breakdown of contributions, just serve as a rough first indicator. It would cover a lot of cases, like collaborations, bought assets…