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YouTube

The Ultimate Guide for Creating Grass and Vegetation for Video Games

Stylized Station via YouTube

Overview

Dive into a comprehensive 2-hour masterclass on creating realistic grass and vegetation for video games. Learn essential techniques for modeling, sculpting, texturing, and animating foliage using industry-standard software like ZBrush, Maya, Blender, Substance Painter, and Unreal Engine. Explore workflows for two-sided materials, procedural generation, and performance optimization. Master Blueprint scripting for randomized plant placement, implement dynamic wind effects, and discover time-saving tricks for creating variations. Gain insights into best practices for UV mapping, vertex coloring, and custom vertex normals. Perfect for both beginners and experienced artists looking to enhance their game environment creation skills.

Syllabus

- Introduction
- Using Reference
- Beginning Modeling in Maya
- Three ways to approach Two-Sided Materials, etc.
- Interpreting Reference
- Modeling Practices
- Starting the High Poly and scene cleanup
- Sculpting ZBrush Quick Tips
- The importance of test bakes
- Which brushes to use while sculpting
- Breaking up the silhouette
- Decimation Master in ZBrush
- Starting the low-poly mesh
- Performance and baking considerations
- Posing your model & baking
- Once baked, now texture
- Substance Painter first pass
- Unreal Shader subsurface setup
- Substance Painter base color detail painting
- Quality Checking
- Painting technique keep it simple
- Revisions & Polish
- Bend modifier detail shapes
- Clothsim deformations
- Unreal foliage tool
- Blueprint Construction Script
- BP: Your first variable Static Mesh Actor Array
- BP: Adding plants GET
- BP: Set as Random Number
- BP: Random from Stream
- BP: Set Stream on compile
- BP: Random Transforms
- BP: Scale Random
- BP: Wobble Random Rotation
- Testing your Blueprint
- Tuning Blueprint values
- Randomize the whole shelf
- BP: Scripting an array for placement
- BP: Adding array variables
- Math
- BP: For Each Loop
- BP: Testing Z-Offset
- Debugging BP
- Making a variation using the BP
- Best practices
- MATERIALS! & Material Instancing
- Masking/Packed channels & Subsurface mask
- Shading Model: Two-sided Foliage
- Adding Wind vertex color
- Crashing unreal :
- Adding Wind vertex color
- Panning Perlin Noise
- Absolute World Position
- Adding a Panner
- Fixing a seam in Photoshop
- Texture Compression Settings
- World Position Offset Finalizing wind
- Transfer Attributes in Maya
- Exporting with Vertex Color Turn on import in Unreal
- Green Channel 2nd UV set
- Editing UVs for Green Channel Vertex Color
- Blending Color Sets for Vertex Color
- Iteration Speed
- Fine tuning wind
- BLENDER. Making a more complicated plant Bush
- Decimating quickly ZRemesher as a shortcut
- Placing Leaves in Blender
- Cloth simulation physics
- Thats basically all there is to it
- Using Custom Vertex Normals IMPORTANT!

Taught by

Stylized Station

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