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YouTube

The Ultimate Guide for Creating Grass and Vegetation for Video Games

Stylized Station via YouTube

Overview

This course provides a comprehensive guide on creating grass and vegetation for video games. The learning outcomes include mastering workflows for modeling, sculpting, procedural generation, and animation. Students will learn specific skills in software such as Zbrush, Maya, Blender, Substance Painter, and Unreal Engine. The teaching method involves a masterclass by an industry professional covering various topics with detailed timestamps. The course is intended for game developers, 3D artists, and anyone interested in creating realistic foliage for real-time applications.

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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