The ULTIMATE Guide for Creating Grass and Vegetation For Video Games 🌱

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  • Опубліковано 6 чер 2024
  • Creating foliage, grass, plants and vegetation for video games is a topic that a lot of people struggle with. There are a ton of workflows out there, but how to you know you're doing it correctly? Are you working in the most optimal way possible?
    Not only that, but there are so many issues and concerns you may face when it comes to making vegetation, and even more questions. How do you animate hundreds of blades of grass? how do you make both sides of the vegetation textured? How do you go about creating variation without it taking hours? Fortunately, Stylized Station has your back with this FREE guide.
    Dan Sonley was kind enough to stop by Stylized Station and give a masterclass on how he approaches his workflow as well as a TON of tips and tricks you can use to create plants, vegetation, grass and other foliage for all of your real-time needs.
    This 2 hour guide is going to cover everything you need to know, from modeling & sculpting to procedural generation & animation.
    This information and guide can be utilized in any software, but here are the specific software Dan will cover:
    -Zbrush
    -Maya
    -Blender
    -Substance Painter
    -Unreal Engine
    If you want to check out more of Dan's work, feel free to swing by his Artstation:
    www.artstation.com/goncat
    Timestamps:
    0:00 - Introduction
    2:03 - Using Reference
    3:00 - Beginning Modeling in Maya
    3:54 - Three ways to approach (Two-Sided Materials, etc.)
    7:18 - Interpreting Reference
    8:18 - Modeling Practices
    9:28 - Starting the High Poly and scene cleanup
    9:54 - Sculpting ZBrush Quick Tips
    11:24 - The importance of test bakes
    13:12 - Which brushes to use while sculpting
    14:19 - Breaking up the silhouette
    15:07 - Decimation Master in ZBrush
    15:37 - Starting the low-poly mesh
    16:14 - Performance and baking considerations
    17:04 - Posing your model & baking
    18:30 - Once baked, now texture
    19:45 - Substance Painter first pass
    21:46 - Unreal Shader (subsurface setup)
    23:14 - Substance Painter (base color detail painting)
    25:00 - Quality Checking
    26:45 - Painting technique (keep it simple)
    27:49 - Revisions & Polish
    29:01 - Bend modifier detail shapes
    30:00 - Clothsim deformations
    30:49 - Unreal foliage tool
    31:33 - Blueprint Construction Script
    33:12 - BP: Your first variable (Static Mesh Actor Array)
    33:59 - BP: Adding plants (GET)
    36:15 - BP: Set as Random Number
    37:19 - BP: Random from Stream
    39:32 - BP: Set Stream on compile
    41:50 - BP: Random Transforms
    44:30 - BP: Scale Random
    45:00 - BP: (Wobble) Random Rotation
    48:30 - Testing your Blueprint
    50:30 - Tuning Blueprint values
    51:20 - Randomize the whole shelf
    53:51 - BP: Scripting an array for placement
    55:50 - BP: Adding array variables
    58:30 - Math
    59:29 - BP: For Each Loop
    1:02:06 - BP: Testing Z-Offset
    1:03:40 - Debugging BP
    1:06:04 - Making a variation using the BP
    1:08:00 - Best practices
    1:08:32 - MATERIALS! & Material Instancing
    1:09:54 - Masking/Packed channels & Subsurface mask
    1:13:49 - Shading Model: Two-sided Foliage
    1:15:59 - Adding Wind (vertex color)
    1:16:59 - Crashing unreal :)
    1:17:41 - Adding Wind (vertex color)
    1:19:00 - Panning Perlin Noise
    1:20:54 - Absolute World Position
    1:23:00 - Adding a Panner
    1:26:00 - Fixing a seam in Photoshop
    1:28:30 - Texture Compression Settings
    1:29:51 - World Position Offset (Finalizing wind)
    1:32:29 - Transfer Attributes in Maya
    1:34:10 - Exporting with Vertex Color (Turn on import in Unreal)
    1:36:25 - Green Channel 2nd UV set
    1:40:00 - Editing UVs for Green Channel Vertex Color
    1:41:21 - Blending Color Sets for Vertex Color
    1:42:30 - Iteration Speed
    1:44:00 - Fine tuning wind
    1:46:32 - BLENDER. Making a more complicated plant (Bush)
    1:51:32 - Decimating quickly ZRemesher as a shortcut
    1:53:40 - Placing Leaves in Blender
    1:56:11 - Cloth simulation physics
    1:57:49 - Thats basically all there is to it
    1:58:20 - Using Custom Vertex Normals (IMPORTANT!)
    🎨The 3D Coloring Book🎨
    Transform your Substance Painter texturing skills with HUNDREDS of professional-level assets, and hours of high quality tutorials 🎉
    Join here: bit.ly/31QPGlq
    💖Support Stylized Station💖
    These tutorials remain 100% free thanks to the amazing support from our Patrons.
    To ensure these tutorials stay free and to gain early access to every video, consider joining our Patreon community.
    / stylizedstation
    Check out stylizedstation.com for tons more tutorials, workshops and inspiration from the game art community!
    Follow me on all the socials:
    UA-cam: / stylizedstation
    Twitter: / stylizedstation
    Instagram: / stylizedstation
    Come join us on discord! We have the world's largest discord for sharing stylized art.
    / discord

КОМЕНТАРІ • 86

  • @StylizedStation
    @StylizedStation  3 роки тому +59

    I will seriously send $20 USD to the person who adds timestamps to this for me.
    -----------------------------------
    Hey guys, I made a project to help you master Substance Painter and learn stylized texturing :) Transform your Substance Painter texturing skills with HUNDREDS of professional-level assets, and hours of high quality tutorials 🎉
    Join here: bit.ly/31QPGlq

    • @Nothingreallyexists
      @Nothingreallyexists 3 роки тому +53

      0:00 - Introduction
      0:30 - Premiere & Overview
      2:03 - Using Reference
      3:00 - Beginning Modeling in Maya
      3:54 - Three ways to approach (Two-Sided Materials, etc.)
      5:25 - 1st approach: Two-Sided Material in Unreal / Two-Sided Sign node
      6:06 - 2nd approach: UV's for Two-Sided Sign node (effective and recommended)
      6:28 - 3rd approach: Separate Geometry for top and bottom
      7:18 - Interpreting Reference
      8:18 - Modeling Practices
      9:28 - Starting the High Poly and scene cleanup
      9:54 - Sculpting ZBrush Quick Tips
      11:24 - The importance of test bakes
      13:12 - Which brushes to use while sculpting
      14:19 - Breaking up the silhouette
      15:07 - Decimation Master in ZBrush
      15:37 - Starting the low-poly mesh
      16:14 - Performance and baking considerations
      17:04 - Posing your model & baking
      18:30 - Once baked, now texture
      19:45 - Substance Painter first pass
      21:46 - Unreal Shader (subsurface setup)
      23:14 - Substance Painter (base color detail painting)
      25:00 - Quality Checking
      26:45 - Painting technique (keep it simple)
      27:49 - Revisions & Polish
      29:01 - Bend modifier detail shapes
      30:00 - Clothsim deformations
      30:49 - Unreal foliage tool
      31:33 - Blueprint Construction Script
      33:12 - BP: Your first variable (Static Mesh Actor Array)
      33:59 - BP: Adding plants (GET)
      36:15 - BP: Set as Random Number
      37:19 - BP: Random from Stream
      39:32 - BP: Set Stream on compile
      41:50 - BP: Random Transforms
      44:30 - BP: Scale Random
      45:00 - BP: (Wobble) Random Rotation
      48:30 - Testing your Blueprint
      50:30 - Tuning Blueprint values
      51:20 - Randomize the whole shelf
      53:51 - BP: Scripting an array for placement
      55:50 - BP: Adding array variables
      58:30 - Math
      59:29 - BP: For Each Loop
      1:02:06 - BP: Testing Z-Offset
      1:03:40 - Debugging BP
      1:06:04 - Making a variation using the BP
      1:08:00 - Best practices
      1:08:32 - MATERIALS! & Material Instancing
      1:09:54 - Masking/Packed channels & Subsurface mask
      1:13:49 - Shading Model: Two-sided Foliage
      1:15:59 - Adding Wind (vertex color)
      1:16:59 - Crashing unreal :)
      1:17:41 - Adding Wind (vertex color)
      1:19:00 - Panning Perlin Noise
      1:20:54 - Absolute World Position
      1:23:00 - Adding a Panner
      1:26:00 - Fixing a seam in Photoshop
      1:28:30 - Texture Compression Settings
      1:29:51 - World Position Offset (Finalizing wind)
      1:32:29 - Transfer Attributes in Maya
      1:34:10 - Exporting with Vertex Color (Turn on import in Unreal)
      1:36:25 - Green Channel 2nd UV set
      1:40:00 - Editing UVs for Green Channel Vertex Color
      1:41:21 - Blending Color Sets for Vertex Color
      1:42:30 - Iteration Speed
      1:44:00 - Fine tuning wind
      1:46:32 - BLENDER. Making a more complicated plant (Bush)
      1:51:32 - Decimating quickly ZRemesher as a shortcut
      1:53:40 - Placing Leaves in Blender
      1:56:11 - Cloth simulation physics
      1:57:49 - Thats basically all there is to it
      1:58:20 - Using Custom Vertex Normals (IMPORTANT!)
      Email me at Bryan@Bryan3d.com (this is not my paypal address)
      Thank you so much for this inspiring tutorial!

    • @StylizedStation
      @StylizedStation  3 роки тому +26

      @@Nothingreallyexists Sent you an email! YOU'RE THE BEST.

    • @hypersapien
      @hypersapien 3 роки тому +12

      @@StylizedStation Whoa, thats the most chapter markers I've ever seen in a youtube video, haha.

    • @Klash120
      @Klash120 3 роки тому +6

      @@Nothingreallyexists Doing the Lord's work!

    • @secondarycontainment4727
      @secondarycontainment4727 2 роки тому +1

      Please use a "de-esser" filter on these - the 'S' sounds are ear-peircing. Also, the first presenter quickly goes over a free software that he uses - perhapse plaing a link into your video description to that software "PUREREF" would be helpful to viewers (it's not easy to descern if he's saying "P.R. REF" or something else entirely)

  • @m4r_art
    @m4r_art 3 роки тому +62

    Gotta say: This is the highest end veteran-level shit I've ever seen in people making props. This man deserves to have all the plant-props making job available to him under his finger tips. Seriously.

  • @douka3993
    @douka3993 3 роки тому +76

    Can.t believe this is free on UA-cam 😯 thank you so much and can't wait for more!!

    • @StylizedStation
      @StylizedStation  3 роки тому +15

      I've got so many new videos like this on the horizon, cant wait to release everything. Glad you liked it!

  • @hypersapien
    @hypersapien 3 роки тому +8

    Oh my god its like you made this just for me! I've got some placeholder foliage in my scene right now, and it really really needs to be reworked, but i've been putting it off out of fear. Thanks so much for this.

  • @DimitriX-zq1dr
    @DimitriX-zq1dr 3 роки тому +1

    Now that's deserving a title of ultimate guide! Made with practical use in mind; everything is covered, from modeling to scene placement and animation. Lots of uncommon tricks too, like using cloth sim for modeling. Thanks for sharing!

  • @maxleveladventures
    @maxleveladventures 3 роки тому +2

    Wow...As someone just getting started with all of this and only barely knowing how to get by in Blender, I tip my hat to you. Thanks for sharing all this information and keeping in the mistakes. It definitely helps me understand and feel less intimidated. Your understanding of so many programs is impressive and inspiring :)

  • @andrewbyrnes6389
    @andrewbyrnes6389 2 роки тому

    Dan Sonley - what a legend. Really amazing environment artist and knows how to make a good bush!

  • @EJtheArtist
    @EJtheArtist 3 роки тому +20

    "I generally avoid it because ... it scares me." lol Art Life.

  • @ClarkusMarkus
    @ClarkusMarkus 3 роки тому +4

    Watching those leaves get painted is so satisfying. Wish I could paint like that.

    • @StylizedStation
      @StylizedStation  3 роки тому +4

      They are! And you can do it, just takes practice.

  • @GilbertoDesign
    @GilbertoDesign 3 роки тому

    Dude! This video is for sure amazing! Thank you for sharing.

  • @jb3d982
    @jb3d982 3 роки тому +11

    Hey ! Your channel is a real inspiration in creating my own channel I love your content as stylized artists don't have as many examples/resources out there compared to hard surface 3d Artists. ..
    Keep going I support you all the way :)

    • @StylizedStation
      @StylizedStation  3 роки тому +4

      Hey Julien! Your channel looks great, love the idea of talking about the struggles and challenges of being a young artist. Subscribed :)

  • @sourpatchghoul
    @sourpatchghoul 3 роки тому +3

    these vids have helped me a lot, thank you

  • @annelisefreund3908
    @annelisefreund3908 3 роки тому +3

    I'm currently self educating myself on 3D rendering software and your channels tutorials are the best so far! Free to watch and the full start to end workflow process. Thank you so much!

  • @ThePuckishPixel
    @ThePuckishPixel 3 роки тому +7

    Thank you so much for this tutorial ! I'm currently working on a big scene with tons of foliage without any idea of how model them, texture them or even place them. Blueprints seems a bit complex as there seems to be so much parameter, but I hope I'll be able to do something good without placing each flower by hand

    • @GonCat
      @GonCat 3 роки тому +2

      The blueprints are much easier than they look, Im sure you will manage fine :D Best of luck!

  • @TheDesknight
    @TheDesknight 3 роки тому

    Was neat , after a complete watch i gotta try it with some plants.

  • @Keimoj
    @Keimoj 3 роки тому

    This was brilliant! Thank you so much for the breakout of your process!

  • @Joshua-yl1yq
    @Joshua-yl1yq 3 роки тому +2

    MY GOD YOUR VIDEOS ARE SO DAMN IN DEPTH! Why are you not more popular!

  • @necropolix
    @necropolix 3 роки тому +1

    Oh my god, this is so helpful. Thank you for sharing this!

  • @viennabooks741
    @viennabooks741 Рік тому +2

    Me watching this before ever opening Blender 😂 I really want to learn it and I just bought myself a computer that can handle it! Saved this video to my learning playlist but I feel like it won’t be one of the first ones I’ll try 😅
    Can’t wait to get started though☺️

  • @scarletphoenix6158
    @scarletphoenix6158 3 роки тому

    Thx so much, this is gonna help with my uni project 😀

  • @AndrewByrnes1
    @AndrewByrnes1 3 роки тому

    You sir have a green ethumb. Love your work. Beautiful. Helps so much as well.

  • @artemostapchuk9134
    @artemostapchuk9134 3 роки тому +1

    Thank you very much!

  • @StylizedStation
    @StylizedStation  3 роки тому +7

    Dan may also have the most soothing voice of all time.

    • @GonCat
      @GonCat 3 роки тому +2

      Try not to fall asleep :P

    • @nikhilarane1978
      @nikhilarane1978 3 роки тому +2

      Yes Dan your voice is damn noice and awesome tutorial. Liked it !!

    • @DeathxStrike18
      @DeathxStrike18 3 роки тому

      Set to favorites, the only ones hard to find are furs such as stylized fur, feathers, and syrup style substances tried making scenes that had stylized pancakes or spread jelly but nothing ever looked right.

    • @WickedOnMars
      @WickedOnMars 3 роки тому +1

      Personally I think the highs on the audio need to be brought down. I hear constant whistles and other high pitched annoying to hear noises while he’s speaking. No offense meant to anyone, just honest feedback for a better viewing experience.

    • @GonCat
      @GonCat 3 роки тому

      @@WickedOnMars Yeah i actually agree on that, also picked up my PC way too much. Learning from mistakes :P

  • @revanthm.bontha9625
    @revanthm.bontha9625 3 роки тому

    Awesome. Thank you so much!

  • @real2late
    @real2late 4 місяці тому

    Amazing!

  • @dimasbachir1822
    @dimasbachir1822 3 роки тому +1

    Awesome! thank you for the video. keep going :)

  • @karolisn7956
    @karolisn7956 8 місяців тому

    Automating placement in the grid tray because don't want to place by hand...
    *proceeds to place the location widget by hand* xD
    Love the video, some very insightful tips :3

  • @darioquizhpi7221
    @darioquizhpi7221 3 роки тому

    Thank you so much 🤩

    • @StylizedStation
      @StylizedStation  3 роки тому

      All thanks goes to Dan! Glad you enjoyed it :)

  • @Calwyne
    @Calwyne 3 місяці тому

    Amazingly useful vid! Desperate to know the pros and cons of double sided foliage, the material & UV workarounds, and modelling a seperate backface. Are there important visual &/Or performance differences? Is there an advantage to modelling the extra faces and doing the extra work baking?

  • @himanshuchauhan1015
    @himanshuchauhan1015 3 роки тому +1

    LOVE IT, DO AN ULTIMATE GUIDE ON CREATING 3D GRASS, anime type, realistic, cartoonist, Pixar, dreamworks type. 😃😃😃😃❤️❤️❤️

  • @ADNCoach
    @ADNCoach 3 роки тому

    When you select a random array element, you can get array Last Index instead of Length.

  • @zapyray3371
    @zapyray3371 3 роки тому +4

    Blender + Zbrush + SP ❤️
    okay, some Maya or 3dx is also fine

  • @atm8333
    @atm8333 3 роки тому +1

    God i love this channel!

    • @StylizedStation
      @StylizedStation  3 роки тому +3

      And this channel loves you ♥️

    • @plomie_nnie
      @plomie_nnie 2 роки тому

      @@StylizedStation I love you also! :)

  • @TheGreatJon
    @TheGreatJon 3 роки тому

    This is a great tut.
    Also, is that a slight Saffa accent I hear on Dan?

  • @Amvsjoinner
    @Amvsjoinner 3 роки тому

    GRACIAS

  • @Prymecrafter
    @Prymecrafter 3 роки тому +1

    rather than creating the low, then sculpting, then going back to the low to re-adjust for the baking, why not just sculpt the leaves fully to begin with and then retopo?

  • @Glowbox3D
    @Glowbox3D Рік тому

    God this is good. Hey, maybe I'm nutzoid, but I'd actually watch this real-time. Maybe I'm just old. ;) Great find. Like and Sub!

  • @nomoregoodlife1255
    @nomoregoodlife1255 3 роки тому

    7:00 sorry why do you not add >=mm of model thickness? Wouldn't that allow for vein & stem detail that you could later, apply a water physics to for example?
    Thank for the video :D

    • @nomoregoodlife1255
      @nomoregoodlife1255 3 роки тому

      9:50 ohhh is the answer that you just apply thickness so there's no point? xD

  • @godsmackfreak13
    @godsmackfreak13 2 роки тому

    This would be great if it wasnt sped up without explanation to what software youre using, how youre baking, tools youre using, or the process in general. I feel like im getting a general overview with the whole process sped up in front of me. tried to follow along with my own plant but it was kind of impossible.

  • @sweetcattv
    @sweetcattv 3 роки тому

    cool

  • @michaelmano7261
    @michaelmano7261 Рік тому +1

    Me as someone who just started blender.
    Meh some leaves have holes. That will do.

  • @salehodinie6615
    @salehodinie6615 3 роки тому +8

    I don't know if you get this a lot, but you are a fucking god.
    If I went to heaven and I could bring someone with me, I would bring you.

  • @Jofoyo
    @Jofoyo 3 роки тому +7

    Edit: I must have been high when I wrote this because, this is absolutely not true as pointed out by D W. Do not take my advice on this comment. Reading this comment now all I'm thinking... What in gods name was I on.
    Big thing to note, double sided material shaders are generally a lot more performance taxing than just doubling up on your geometry, if you have really dense foilage, this is honestly the better option, at least for real-time rendering purposes.

    • @joelaguilarfuentes8758
      @joelaguilarfuentes8758 3 роки тому +3

      Oh. That's interesting. thanks for the insights

    • @dw5767
      @dw5767 2 роки тому +1

      No it isn't. Compared to the alternative of doubling the geometry, using a double sided material is much cheaper. Doubling the geometry means doubling the vertex count as you can't reuse the vertex data for both sides due to needing to flip the vertex normals. No game I've worked on uses doubled up geometry for foliage.

    • @Jofoyo
      @Jofoyo 2 роки тому

      @@dw5767 Yeah, actually I honestly have no idea what I was smoking when I wrote this. Have no idea why I would have thought that back then, I even just use cards myself. It's embarrassing for me knowing people actually listened to me about it too.

  • @Rinkyu
    @Rinkyu 3 роки тому +1

    OMG :)

  • @Alloniya
    @Alloniya 3 роки тому

    Plants are my friends

  • @askinganime6023
    @askinganime6023 3 роки тому

    I was taught to use cards for vegitation but he actually models the leaves. Are you not supposed to use cards?

    • @jakesullivan3619
      @jakesullivan3619 3 роки тому +4

      It depends on how often you're going to be duplicating the object. So if you're making a bush and it's going to be mass placed all over a hillside. Then you would bake your leaves onto cards. But for a wee plant in a conservatory or a greenhouse, then modeling it is not a problem. It's about draw calls (1 model, 1 texture = one draw call) these days rather than poly count.

    • @askinganime6023
      @askinganime6023 3 роки тому +1

      @@jakesullivan3619 thanks for the explanation!

    • @GonCat
      @GonCat 3 роки тому +3

      Do what you want :D BE FREEEEEEE. But on a serious note, yes and no. Is cheaper generally cheaper to use cards, but doesn't look as good. So make your choice on a per case thing. like if your guna mash your face into it, cards will probably look bad, but if your makeing a racing game cards are perfect. You can make everything in so many different ways, just do what suits you. As Jake says Polys are surprisingly cheap, sometimes can be cheaper to simply model stuff than to spam transparency everywhere. Like GEO based grass in stylized games for example.

  • @zoltanrobertlovas4672
    @zoltanrobertlovas4672 2 роки тому +1

    Lost me at the first maya segment

  • @natedizzy4939
    @natedizzy4939 3 роки тому

    kind of annoyed that it says grass in the title and at no point do you go over anything grass specific. this should be called: " general foliage guide" each type of vegetation requires its own set of techniques to achieve a good look. trees are far different from grass and small shrubbery. wish someone with the knowledge of modern techniques for grass creation would create a video....