Wow this has blown my mind! As a former ecology graduate and plant-insect scientist now transitioning into game development, I’m excited to finally find a way to merge these two passions. Great presentation. Thank you.
Very good summary of vegetation creation that i never saw before.Try or already figure out some of this myself but, this is just a big time saver and hope anyone wanna be a foliage artist can watch this.
Yeah, well, sometimes I cannot believe it myself. xD In a world where 3D software costs 2 grand a year if you aren't using Blender, there is some light at the end of the tunnel where a good community supports each other. Good luck with your career.
AT 15:00 I think the more appropriate sentencing would be that as artists we would not want players to notice the repetitiveness of our 3d models, if a mesh is too unique in its appearance like that bent tree, the reusability of that mesh becomes scarce, and we want an asset to be as much reusable as possible so we should focus on shapes that look different from 4 directions and bottom top perspective, unique enough but not too unique.
This is like third or fifth time i see in speedtree tutorials people using that red square "safe frame" to position the view. Is it that they don't know about, or am i missing something, but there is camera object in speedtree, which you can lock in specific point in space and make it whatever resolution and size you need. Of course it can be ortho. That way you would not ever screw up your view. Work in xz, xy, perspective, whatever, and then switch to camera view for export.
That is right. I am aware of this feature, I think it is just personal preference which you like the most. Thanks for sharing this bit of extra knowledge though. Some people might want to use the camera and find it more intuitive.
Hi! Could you be a bit more specific? Are you using scanned leaves or are you talking about Substance Designer. Using the Photometric Stereo scanning I explained, will give you a perfect even albedo without any light information in there. You need to make sure to have a fully dark room. If you cannot make your room pitch black, take your scans at night time. That is what I do. I hope it helped, if not, please ask more questions.
@@denniswelling7782Thanks for the reply. I use the photometric method , i still have reflection or visible highlight after it. Do you have any tips ? I dont know, maybe my light is too bright
@@Copel-mt8tb Okay, as I don't know your setup, I will make some guesses here and hopefully one of them is a hit. 1. Have you checked the number of angles you are capturing? Do you use only 3 light angles? 6 or 8 would be sufficient 2. glossy leaves are harder to scan and can still cause reflections. For glossy leaves you need a cross polarization filter to cancel out any specular reflections 3. highly curled leaves cannot be scanned properly. The shadow that leaves are casting onto themselves if they are curled, are too strong for the cancellation to be cancelled out entirely. Make sure to put a book on them before scanning so your leaves are rather flat. 4. It could be that your leaves are quite flat but your light angle is so low that it is still casting shadows onto itself. Make sure your light is not placed too low, keep it in a 45 degree angle to the surface the leaves are placed on. 5. It could indeed be that your light is too strong. It should not light up the room or anything like that. If that happens, you risk light spillage in the same way the sun would do, which is what we do not want. I hope one of these tips is helpful. Let me know if you still have issues with it.
@@denniswelling7782 Thank for the tips, for information Im taking 8 total for the light angle, for the light already angled 45 degress with around 20cm tripod cause Im using cardboard with a thin paper for the base, so I think its not too low. Im considering buying a cpl lens and will try experiment with the angle of the light and it intensity more. Really thanks for sharing your knowledge, hope the best for you
how to mix a scanned trunk and a hand-modeled part of a tree. how to seamlessly connect without speedtree? I can't find any information about it. All information that i found is about speedtree
They are UE4, but most of the info transfers to unreal engine 5: The course from Tyler Smith on Learn Squared I quite enjoyed. Also take a look at Gnomon Workshop, there's lots of great stuff there (UE5 included)
There is some great sources here on TH-cam, but do not be fooled, they all use Megascans. If you want to create your very own environment from scratch, then, please take the time and create your own assets. Do not take any shortcuts and it will become an amazing piece of art.
Wow this has blown my mind!
As a former ecology graduate and plant-insect scientist now transitioning into game development, I’m excited to finally find a way to merge these two passions.
Great presentation. Thank you.
Very good summary of vegetation creation that i never saw before.Try or already figure out some of this myself but, this is just a big time saver and hope anyone wanna be a foliage artist can watch this.
I am happy it was so helpful for you. Thanks for sharing your opinion :)
Thanks for making this, I've been looking for a good workflow!
You guys have been putting out some awesome content. Wild that it's on here for free.
Yeah, well, sometimes I cannot believe it myself. xD In a world where 3D software costs 2 grand a year if you aren't using Blender, there is some light at the end of the tunnel where a good community supports each other. Good luck with your career.
AT 15:00 I think the more appropriate sentencing would be that as artists we would not want players to notice the repetitiveness of our 3d models, if a mesh is too unique in its appearance like that bent tree, the reusability of that mesh becomes scarce, and we want an asset to be as much reusable as possible so we should focus on shapes that look different from 4 directions and bottom top perspective, unique enough but not too unique.
That is very much correct, thanks for adding this to my explanation.
@@denniswelling7782 🙌🙌🙌 my pleasure, thank you for explaining the pipeline in detail😄
This is like third or fifth time i see in speedtree tutorials people using that red square "safe frame" to position the view. Is it that they don't know about, or am i missing something, but there is camera object in speedtree, which you can lock in specific point in space and make it whatever resolution and size you need. Of course it can be ortho. That way you would not ever screw up your view. Work in xz, xy, perspective, whatever, and then switch to camera view for export.
That is right. I am aware of this feature, I think it is just personal preference which you like the most. Thanks for sharing this bit of extra knowledge though. Some people might want to use the camera and find it more intuitive.
This is an awesome, comprehensive workshop! Very helpful!
Elevate Your Skills with This Awesome Workshop Experience! *❤*
Thank you!
This is exactly what i looked for yesterday!!! Thank you!
You're welcome :)
thanks for this
You are most welcome!
Thank you so much for this!!!
Thanks for commenting, your are most welcome!
the legendary one you are the best
Life saver!!!
Great stuff!
Can I ask how to get more cleaner albedo map, I always get some hightlight and shadow still present?
Hi! Could you be a bit more specific? Are you using scanned leaves or are you talking about Substance Designer.
Using the Photometric Stereo scanning I explained, will give you a perfect even albedo without any light information in there. You need to make sure to have a fully dark room. If you cannot make your room pitch black, take your scans at night time. That is what I do. I hope it helped, if not, please ask more questions.
@@denniswelling7782Thanks for the reply. I use the photometric method , i still have reflection or visible highlight after it. Do you have any tips ?
I dont know, maybe my light is too bright
@@Copel-mt8tb Okay, as I don't know your setup, I will make some guesses here and hopefully one of them is a hit.
1. Have you checked the number of angles you are capturing? Do you use only 3 light angles? 6 or 8 would be sufficient
2. glossy leaves are harder to scan and can still cause reflections. For glossy leaves you need a cross polarization filter to cancel out any specular reflections
3. highly curled leaves cannot be scanned properly. The shadow that leaves are casting onto themselves if they are curled, are too strong for the cancellation to be cancelled out entirely. Make sure to put a book on them before scanning so your leaves are rather flat.
4. It could be that your leaves are quite flat but your light angle is so low that it is still casting shadows onto itself. Make sure your light is not placed too low, keep it in a 45 degree angle to the surface the leaves are placed on.
5. It could indeed be that your light is too strong. It should not light up the room or anything like that. If that happens, you risk light spillage in the same way the sun would do, which is what we do not want.
I hope one of these tips is helpful. Let me know if you still have issues with it.
@@denniswelling7782 Thank for the tips, for information Im taking 8 total for the light angle, for the light already angled 45 degress with around 20cm tripod cause Im using cardboard with a thin paper for the base, so I think its not too low. Im considering buying a cpl lens and will try experiment with the angle of the light and it intensity more. Really thanks for sharing your knowledge, hope the best for you
@@Copel-mt8tb Thank you so much! Good luck with your setup.
Wait is Substance Designer basically a static version of Nuke? Could that mean that I could use nuke or Fusion to do this thing?
how to mix a scanned trunk and a hand-modeled part of a tree. how to seamlessly connect without speedtree? I can't find any information about it. All information that i found is about speedtree
I have done this in production already. If you are deeply interested in this, I can create a video tutorial about this topic. Thanks for commenting!
@@denniswelling7782 it would be a very welcome move, if you were to make a tutorial on this since I don't think there is one on TH-cam at all.
th-cam.com/video/vaCp8cCmms4/w-d-xo.html&ab_channel=SpeedTree
th-cam.com/video/XDdDueM7z20/w-d-xo.html&ab_channel=InsideTheMind
@@denniswelling7782 make it
@@denniswelling7782 i wanna start make photoscan trees but i dont wanna use speedtree. thank you!
😱
someone recommend me a course or smth to make environments in unreal engine?
They are UE4, but most of the info transfers to unreal engine 5: The course from Tyler Smith on Learn Squared I quite enjoyed. Also take a look at Gnomon Workshop, there's lots of great stuff there (UE5 included)
There is some great sources here on TH-cam, but do not be fooled, they all use Megascans. If you want to create your very own environment from scratch, then, please take the time and create your own assets. Do not take any shortcuts and it will become an amazing piece of art.