With my grass finalized, I started work on creating more variety in the foliage. I've so far added small white flowers, long stemmed blue flowers, weeds, and clovers. I plan on creating a bush or two to break up the field even more. Here is the current state of my environment and my grass/foliage texture.
Showing posts with label grass. Show all posts
Showing posts with label grass. Show all posts
Thursday, March 20, 2014
Friday, March 14, 2014
Third Grass Pass
This won't be too in depth of a post, but here's my next pass on grass. I wanted it to look more natural and wild. My most recent version of grass had variety, but it was still too even. I went with thinner and taller blades with a more realistic feel. The colors are more muted as well.
Saturday, February 15, 2014
Grass Creation
The next thing I started to tackle in my scene was grass. It was something that easily gives life to a barren environment. I started by modeling out the blades of grass for my texture. I baked out the texture similar to what I did for the branch, and I applied that to a plane to get my alpha grass. Instead of adding one plane of grass at a time in CryEngine, I positioned a small batch of planes in 3ds Max and linked them to a dummy. That way, in CryEngine the vegetation brush will paint multiple planes to quickly populate grass.
With that, I exported the dummy and started to practice painting in grass. This is the result.
Overall it was super exciting to see the grass in engine! After getting feedback, one thing that did bother me was how uniform all of the grass was. They were all even and parallel which looked unnatural, so going back into 3ds Max and Photoshop, I adjusted the blades to give it more variety and a natural look. The new line of grass models looked like this.
I'm much happier with the adjusted version. It still looks a little bit sparse, but I'll continue making adjustments.
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