Lately I've created a few variations of the oak trees and some saw palmettos.
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Saw palmetto sculpt and material atlas |
To make the trees, I tried a new technique where I converted the cards to cutout geometry and placed them on a trunk mesh with PCG. From what I understand, Nanite and Lumen can render opaque geometry more efficiently than masked materials. This should also save a bit of memory because these few meshes are repeated to create the canopy rather than using a bunch of unique geometry within a single static mesh.
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Canopy meshes | |
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The canopy meshes use geometry instead of an opacity mask. |
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The branches and epiphytes are placed on the trunk as instanced meshes through PCG. |
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I created sockets in the trunk mesh to hand place some of the foliage, such as the Spanish moss and orchids. |
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The ferns are automatically placed anywhere moss is painted on the tree. |
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The points for each tree are saved to data assets which are then duplicated throughout the level at runtime. |
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One of the main shots with the new trees and saw palmettos. |
Now that I've got the shots filled in with the new foliage, I'm going to start on the bridge next.
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