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Nature Scene 2: Going Home

For this scene I wanted to push my foliage creation further, developing more assets that work together. This scene again used splines to create the road, but this time there was a road mesh to use with it, the road needed tileable materials that would allow variation that could be painted in with vertex painting as well decals to to help hide any repetition.

Again the foliage was created with SpeedTree and I created LODs including Billboards. While the scene wasn't big enough to use the LODs, it was good practice and it means that I now have a library of foliage that can handle larger scenes I may wish to complete in the future. The landscape was sculpted within Unreal. For this project I did experiment with the procedural foliage spawner, it allowed me to quickly populate the scene and experiment with different options to get variation and a density I liked.

This scene helped me to improve on the techniques of the previous scene and expand my scope to get more a more detailed and natural environment.

Road creation

Road creation

All assets including decals

All assets including decals

Pine atlas set up

Pine atlas set up

Pine atlas in engine

Pine atlas in engine

Pine Atlas

Pine Atlas

Pine bark tileable material

Pine bark tileable material

Billboard Atlas for the pine trees

Billboard Atlas for the pine trees

Dogwood, grass and plants

Dogwood, grass and plants

Dogwood Atlas

Dogwood Atlas

Grass and plant atlas

Grass and plant atlas

Decal material instance

Decal material instance

Road and decals

Road and decals

Mesh for road, as it was a small scene I could afford to add the geometry needed to vertex paint

Mesh for road, as it was a small scene I could afford to add the geometry needed to vertex paint

Road UV, done with tileable materials in mind

Road UV, done with tileable materials in mind

Procedural spawner for Pine trees

Procedural spawner for Pine trees