
Explore easy foliage creation for games, from ivy and grass to water plants and trees, using Megascans, photogrammetry, and custom leaf textures, with procedural SpeedTree workflows and optimized materials.
Collect foliage textures by importing megascans, organizing a megascans folder, and gathering ivy, bark, grass, water lilies, and bushes with albedo, normal, and translucency maps for Unreal Engine 5.
Create ivy in Speedtree 9, developing generic ivy for reuse and unique ivy for placement on rocks and rubble. Use forces, gravity, and cube collision to shape hanging, growing ivy.
Learn to generate ivy foliage by creating leaf meshes, applying ivy leaves materials, and optimizing with LODs and collision in SpeedTree, then export to Maya and Unreal for game-ready ivy.
Fix and flip UV mappings, export ivy bark base color, normal, and roughness textures, build a round bump in Substance Designer for SpeedTree, then prep exports for Maya and Unreal.
Set up a quick preview scene in Unreal Engine, import foliage textures, and build a master foliage material with parameters for color, normal, roughness, and subsurface.
Balance the ivy material by adjusting subsurface scattering, translucency, and color while refining textures and uvs; export with atlas none, then iterate in Unreal for final lighting.
Create another generic ivy variation in Speedtree by adjusting seeds and randomized properties while managing big branches and leaves.
Create a unique ivy that grows along your level using SpeedTree, Maya, and Unreal Engine. Configure collision, gravity, and forces to shape the ivy and export variations.
Place ivy and foliage around scenes to create realistic overgrowth, adjust roots and decals, and optimize placement for efficient level art using shared pieces and camera-focused previews.
Learn to create ivy roots as a decal, bake textures from high-poly to low-poly in marmoset, and implement decal materials in Unreal Engine for game art.
Create basic grass in SpeedTree by configuring materials, textures, and tessellated geometry for varied patches. Export to Unreal, paint foliage, and implement LODs for performance.
Craft large irregular grass patches by varying size, density, rotation, and vertex folding to create diverse grass variations, then export to Maya and Unreal for materials and game import.
Build tall water grass as clustered swamp grass by combining tall water grass with swamp grass, using two-sided materials and tessellation, then create multiple dense variations for realistic swamp scenery.
Create tall water grass cattails using Maya and SpeedTree, generate brown noise textures in Substance Designer, and export a cattail top with a two-sided green material into Unreal Engine 5.
Learn to create and place lily pads and lily flowers on water in Maya, building textured clusters with alpha transparency, UVs, and optimized geometry for game foliage.
Create and place lily clusters for games by duplicating and arranging flower components, adjusting pivots and bends, texturing with albedo and opacity using Megascans assets, and exporting for preview.
Learn to build diverse shrubs in speedtree with dense and sparse variants, add trunk, branches, and leaves, optimize with lods and textures, and import into Unreal for game-ready vegetation.
Refine shrubs by adjusting trunk scale, branch density, and collision while iterating Maya to Unreal, and apply ivy bark and branch materials for optimized LODs.
Create a fern by downloading a megascans texture, modeling leaves in maya, and using speedtree to rapidly randomize leaf angles for export as speedtree leaf parts.
Create and arrange a fern using leaf geometry, size scaling, orientation, and curl with randomization, then export to Unreal Engine for game foliage.
Place foliage in unreal engine 5 by painting water grass and ivy, adjust scale and density, use random pitch, align to normal, and preview with multiple viewports for cohesive scene.
Place and refine scene foliage by painting varied clusters, adjusting scale, density, lighting, and color, while using unlit mode and a temporary collision plane for quick placement, then balance materials.
Learn to optimize foliage by configuring lod presets, adjusting lod counts and screen sizes, and balancing grass, ivy, and water assets for performance while preserving visual quality.
Learn to capture leaves with multi-angle photogrammetry to generate a custom leaf texture for games, then process the images in Substance Designer for realistic foliage textures.
Learn to create custom leaf textures for games by converting leaf images to PSDs, masking leaves, and building a 1024 atlas in Substance Designer with albedo, normal, and roughness maps.
Create a custom branch texture for game foliage using SpeedTree and atlas textures from texture.com, exporting a 2048 by 2048 texture with base color, normal, roughness, and opacity maps.
Learn to build a simple SpeedTree with a trunk, branches, bark and branch textures, and textured leaves using tessellation; optimize geometry with radial, LOD, and randomization for performance.
Create diverse trees in SpeedTree by tweaking trunks and branches, applying random seeds and manual placement, then export to Maya and Unreal with bark and branch textures and tiling controls.
Explore a cabin scene through a timelapse, demonstrating easy 3d foliage creation techniques for games.
Explore a cabin scene timelapse and simple 3d foliage for games, while prompting you to confirm understanding of the concepts.
Easy Foliage for Games – In-Depth Tutorial Course
Learn how a professional environment artist works when creating easy and efficient foliage for games. You will learn how to create various types of foliage like trees, shrubs, ivy, grass, plants, and more. Next to this, you will also learn how to create foliage decals, custom leaf, and branch textures and how to place foliage in your environment.
SPEEDTREE, MAYA, AND UNREAL ENGINE 5
Almost all foliage will be created using Speedtree. Next to this, we will also use Maya (however you can also use Blender or Max) and we will set everything up inside Unreal Engine 5. We will also use a bit of Photoshop & Marmoset for our decals and leaf textures.
At the end of this course, you will have a deep understanding of how to create quick and efficient foliage for games. We made sure this tutorial is easy to understand and perfect if you want to quickly jump into foliage creation.
11+ HOURS!
This course contains over 11+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for the bonus content.
We will start by doing our foliage planning and collecting all of our needed textures from Megascans and Textures. After that, we will jump right in and make our Ivy plants. We will also set up our foliage material in UE5 and balance out our textures to make our models ready for placement. After this, we will go through the process of creating various types of foliage like Grass, Shrubs, Water Lily’s, Water plants, and more.
We will then take a break from the foliage creation and go over how to create custom leaf and branch textures using photogrammetry and Speedtree. After this, we will finish this course by creating our trees and placing everything in our level. And finally, we will have some extra bonus content where you see me designing a level using the foliage we created.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or engine tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Speedtree 9
Maya 2022
Unreal Engine 5
Marmoset Toolbag 4
Photoshop
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals