
Before that though, the kind of normal editing you need to do isn't possible in Blender normally. This is quite a bit more complex and I don't know how well I can explain it so I'm going to post a link for you to look through. You'd model the tree's trunk and major branches, but to get all the leaves and smaller branch details you'd apply the same textured plane method that I showed with the grass.Īnd then one last thing I'm going to bring up is about editing your normals, and this applies mostly to the trees and stuff. The exact same method is how the professionals do trees as well, to the best of my knowledge. Keep in mind that for animation purposes (like how Arma 3 animates the grasss as getting flattened when you crawl over it) you might want to have a little more verts in your plane than my simple square. You get a lot of detail with this method that you could never get if you tried to model all the blades you see in my grass as individual meshes. Also maybe you want to note the polycount. It looks like crap because I used and repeated a single texture and mesh, but it should get the general idea across. Shown in both texture and solid mode for clarity of what is going on.

Here is a (very) quick clump of grass thrown together in Blender with this technique. Here is a screenshot of how combining two planes deals with backface culling. If it was like Arma 3 where you might be crawling through the grass and notice the textured planes going invisible as you crawl through them, you might want to spend the extra polys. It depends on how close the player is going to be looking at the grass. You don't have to, you could half your polycount if you keep each plane one sided. So what you might want to do is duplicate and flip your textured planes around so that the grass shows on both sides as a player walks by it. Maybe Unreal will treat it differently than my Unity experience, but you should check before you get too deep into it, it might determine how you have to piece the grass together. The game engine will see it differently, I believe. Blender shows them as two sided or whatever Blender calls the setting, by default, so it might be something that you miss. I should also point out (in case you don't know) that mesh faces are one sides in a game engine. Obviously, your texture needs to have alpha so you can see through the parts of the mesh that are not grass or leaves texture. So that should give you a generally idea of the technique to achieve that kind of grass. ^ And this picture shows how these planes might be arranged in your game engine to get the effect from the videos. ^This is of some tree branches and leaves, but its the same technique. ^If you look closely, you can see the planes with textures of grass in this photo. And the main part of the shot shows how they might look when arranged in a scene.

^The strip at the top of this photo shows the topology used for this grass. What they do is take a flat plane, and paint a realistic looking grass texture on it. I believe that most, if not all, games use a different method, especially when they do the more realistic method shown in your two videos. Ronnie42 の投稿を引用:I know I should be concerned about poly count but I'm concerned I may end up with grass looking like this instead: (which I want to avoid)įor starters, the blades of grass in this link seem to be specifically modeled. To be clear I want to make eveything from scratch, want to avoid softwares like Speedtree that create everything for you. My PC's are pretty decent but just want to manage my assets better. I know I need to create all of my assets in Blender first before trying to make unique environments, then place them carefully in game engine but I'm concerned about performance issues in games that may or may not be open world.

#How to grow blender trees in unity how to#
I'm trying to get the hang of how to make environments from scratch like I've seen in video's like this: I know I should be concerned about poly count but I'm concerned I may end up with grass looking like this instead: (which I want to avoid) Is there a trick to making grass less demanding on engines like UE4? I've seen it in engines like this: So I have been trying to experiment with trees, grass qith Blender but so far not got the hang of it yet.
