
Source files for the course
Create a blade of grass, bend and shape it with modifiers, duplicate via instances to build clumps on a plane, then prepare materials and texture maps for rendering.
Learn to create and bake grass materials in 3ds Max and Unreal, using a three-color gradient diffuse map, object-space mapping, and render-to-texture workflow.
Create a low poly grass plane for games by building a 64 by 64 plane, applying grass textures with alpha transparency, and using vertex color masks to drive wind movement.
Learn to build natural patches of grass by duplicating and arranging plane blades, adjusting normals and rotations, aligning to the ground, and exporting three patch sizes for reusable foliage.
Learn techniques to texture and model a tree branch using polygon tools, then apply materials, lighting, and normal maps for the final branch texture in 3ds Max and Unreal.
Model a tree branch in 3ds Max from a box, use the branches tool and extrude methods, add segments and fractal noise, then paint leaves with object paint.
Create high-poly leaves by sculpting a leaf mesh from a plane, adjusting the leaf texture (160x256), refining topology, adding thickness, and shaping curvature with subdivision and chamfered edges.
Paint foliage on a branch in 3ds Max and Unreal by resetting transforms, painting with leaf objects in random order, and tuning spacing and scale for a natural silhouette.
Texturing the branch fuses maps with masks and alpha channels to build a texture. Extract color and brightness, apply specular highlights, and create cavity maps from normals.
Build a reusable tree template by assembling trunk, branches, and canopy from grouped elements and planes, enabling quick variations through replication, with instances and splines for easy adjustment.
Model the trunk in 3ds Max with a cylinder and spline twist, apply a multistep trunk/branch material, and add tiling back textures and a normal map for Unreal export.
Attach groups to branches and clone along splines to build a natural tree canopy, adjusting rotation, scale, and spacing for depth from multiple angles.
Explore creating a uniform foliage master material for games, using multiple instances to tweak color, contrast, and specular highlights while considering wind, lighting, and shadows.
Develop a custom lighting network to control specular highlights in Unreal, adjusting specular power, color, and intensity with vector parameters and alpha-driven controls, achieving ambient, diffuse, and specular lighting.
Learn to create and connect material parameters to control diffuse color, brightness, contrast, specular, ambient lighting, shadows, and texture saturation, enabling flexible material modification.
Adjust foliage by tweaking grass and tree materials to match ground textures and lighting. Balance brightness, contrast, ambient, and color, and apply postprocessing to enhance shadows and realism.
Learn to add wind to foliage by adjusting a wind direction actor's strength, speed, and direction, connect it to a master material, and blend animated waves for natural movement.
This in-depth tutorial covers everything you need to know about creating foliage! We’ll show how to make realistic looking grass, branches, and a full tree from the ground up! Then, we'll head into UDK and setup a master shader with parameters that can be easily tweaked, as well as make your leaves and grass move in the wind! If you've ever wanted to master the ins-and-outs of creating foliage for your games, this is the course for you!
About the Instructor:
Damian Lazarski has been working in the games industry since graduating from a Games Design course at Northumbria University in 2012. He is currently working as a Junior Artist at Crytek UK.