I'll introduce you to the various assets we'll be creating in this series, as well as the areas that make game foliage easy to learn, but tricky to master.
We'll discuss using foliage in game, as well as the details you'll need to consider when creating your project or portfolio.
In this video we'll create a diffuse and Alpha map for our grass texture. We'll learn a great method for painting game ready grass textures, as well as how to create variations. We'll set up our texture with a mind towards how we'll be using it to create our geometry.
Now we'll move into 3DS Max and use our textures to set up our geometry. Then we'll discuss how to make the best use of the geometry we've created by creating various groups for use in game.
Back in Photoshop, we'll learn methods for creating plant textures that are fast and easy to create, but still look great as a finished asset
As we continue to move between our two applications, we'll set up up our geometry to work well with our textures. We'll continue to assess what our assets needs to translate to a nice product in game. At the end, I'll challenge you to take what you've learned so far and create an entirely different asset. You can do it!
In this video, rather than creating a simple texture in Photoshop, we'll start by modeling high poly grass in 3DS Max. We'll learn how to set up our geometry in preparation for baking our maps using the Render To Texture dialogue in Max.
With our high poly asset complete, we'll look at how to set up our materials, and create our low poly geometry. We'll then bake out or textures using Render To Texture.
Now we'll bring our completed bakes into Photoshop to finalize out textures. We'll learn not only how to create padding and why it's important, but also how to create our first Photoshop action so we can automate the process in the future!
Now for the finishing touches to our Grass Asset. Depending on the game engine, learning to adjust your Vertex Normals will give you a much improved result for your grass asset. We'll also look at Vertex Painting on our asset so our grass can wave in the wind.
With our finished grass assets, we'll turn our focus to creating several mesh groups from our assets. We'll discuss placement for a nice visual effect, as well as the rule of odds when working with similar assets
As we prepare to create our high poly tree asset, we start by altering a previous texture to suit our needs, then painting a bark texture in Photoshop. We'll cover a simple method for tiling linear textures, so our tree trunk will look like one when we model it!
Now we'll start our model by creating the high poly leaves. Using basic subdivision modeling we'll create our base leaf and create a couple alternates for variation on our branches.
With our leaves complete, we'll move on to our branch model. To speed up our workflow we'll look at using the branch tool in the graphite ribbon. We'll also explore using the mesh paint tool to get the initial placement of our leaves, and what we need to do to tweak them for our final bake
We'll review what we've learned about Render To Texture, and render out or maps for our branch texture.
We finish out this series by finalizing the creation of our tree. Creating a trunk and large branches, and placing our leaf cards to get a good look.