
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.
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.
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.