
Learn to create foliage and trees for games or film with SpeedTree, including custom leaves and optimized foliage, exporting to Maya, and setting up custom materials for a game engine.
Learn to create a bark texture by downloading free textures, composing layers in Photoshop, adjusting levels and curves, and generating maps for bark and leaf textures.
Create a leaf texture in Photoshop by using alpha to isolate leaves, apply a green background, and generate a specular map with curves, levels, and blending effects.
source a grass texture image, remove the background in Photoshop with color range, refine edges, and create specular and normal maps to complete the grass texture.
Speedtree overview introduces creating a new file, adjusting leaves, branches, materials, and mesh, using forces like wind and magnets, and hand-placing foliage to build your first trees.
Create a low-poly tree in SpeedTree by adjusting the trunk, generation gap, frequency, and size scaler; tweak branches, curves, and skin settings to achieve realistic variation.
Learn to build a tree in SpeedTree by resizing elements, deleting stray branches, and importing materials and a custom leaf mesh with adjustable scale.
Create a bush in SpeedTree by adding branches, adjusting generation gaps, applying skin textures to branches and leaves, and tuning scale, frequency, and polygon count for a compact game-ready asset.
Learn to create grass and foliage in SpeedTree by importing textures, drawing branches, adjusting trunk shapes, and applying leaf and bark textures for natural variation.
Discover how to create foliage and trees with SpeedTree, export models to Maya, and prepare them with custom materials for use in a game engine and painter.
Optimize SpeedTree foliage by lowering segments and branches for balanced detail and performance. Export to Maya via FBX, import with the plugin, and prepare textures and scale for engine export.
Export foliage assets from Maya to CryEngine using the SpeedTree workflow, covering export notes, object organization, material setup, and texture maps including diffuse, normal, and specular.
Export models from Maya and Photoshop and set up vegetation in CryEngine by applying materials, textures, and shaders, adjusting wind, lighting, and collider for trees and bushes.
Import SpeedTree vegetation into CryEngine terrain, name the asset, paint trees and bushes with a brush, and adjust size, rotation, density, wind bending, and material colors for realism.
In this course, instructor Emiel Sleegers is going to walk us through the process of learning the SpeedTree-to-CryEngine pipeline while utilizing Maya as the middle-man 3d package for exporting. Here, he will be covering some basics such as bark, bush, and grass texture creation using Photoshop and nDo2, and from there jump right into using SpeedTree where he will teach us the basics of creating and generating different forms of foliage. Once that is complete, he will then cover the pipeline from bring out asset out of SpeedTree and into Maya, and then export out the meshes for use within the CryEngine where he will take those meshes, setup their materials, and finally demonstrate some quick examples of painting landscape meshes onto to terrain geometry.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He's been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He's a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.