Let's make some Foliage! - Game Art Breakdown
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- Äas pĆidĂĄn 12. 09. 2024
- Learn how to make beautiful trees, fluffy grass, and sweeping landscapes with my brand new Unreal Engine for Beginners course: bit.ly/3k5xCNH
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Welcome back to the Stylized Station Breakdown, where we have talented artists take over the channel for the day and share cool workflows, industry insights, and some rare tips and tricks.
Today I'd like to welcome the very talented Kathia who is going to give us a 40-minute long masterclass on foliage creation.
Whether it's Grass, flowers, and any other type of vegetation - every single budding environment artist needs to learn. Haha, get it?
Put on your favorite gardening gloves, and sit back, relax, and enjoy the video.
Presented by the wonderful Kathia Lebon:
www.artstation...
/ kathialebon
/ kathialebon
Matt Billeci - Vegetation Normals tutorial:
www.artstation...
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Super excited to announce the release of my brand new Unreal Engine Environment Art course! All 13 hours of content are only $49 forever. (Also comes with a coupon for my 3D Coloring Book course too)
Join here: bit.ly/3htZU2G
hi, is it possible that you require your.. partners? To invest atleast in a good micorphone before making videos? 2 out of 3 Times i click on the videos it's shitty voice quality. I feel reminded of old school days back in 2012 when me and my friends hadn't enough money for decent headsets. Other then that the tutorials are awesome
Saludo una pregunta el curso tambien tendra o esta los subtitulo en Español..
Omg! I came here looking for copper and I found gold!
That True ! đ
You're talkin bout Minecraft
@@yoanetshialakatumbay4929 wait, wut
@@yoanetshialakatumbay4929 it's a phrase. The commentor was *expecting something else, but got something better* (based on my understanding)
bruh I found diamonds
Very interesting workflow ! I loved the procedural way she created the leaves
ABSOLUTE LEGEND THIS IS PHENOMINAL, THANK YOU đ
Really amazing tutorial! And the part with vertex position collocation was super nice as well. Hope to see some of your guides again in a future.
good results, my workflow is very different and watching someone else do it their way helps me learn more
Unbelievable. That was awesome. Thank you.
I love this style so much!
hehe another veggie artist from Reunion Island, great work
This looks very good, but not gonna lie, I'd think twice before making the whole leaf texture, veins and all in SD. Seems waay too much work. Would be easier to just drop a green on it, export and paint the veins. This has the advantage of being easily reusable, you can make multiple variations in both shape and size and colour in seconds, so eventually the work pays off, but my brain shut down when I first saw the spaghetti it needs :D Thanks for going through it.
Yeah, but it is an excellent excercise for the way of thinking you can then apply in any procedural generation techniques, like modelling in Houdini. While it's not a completely pragmatic approach in this case, it still is quite valuable tutorial.
WHen you re creating even simple textures/shapes in SB you have full control over them so you can change every detail within seconds if you have to, just changing values in nodes ;)
@@AdamekkDesign you can also have full control painting in PS no? Seems way less of a hassle to use layers in PS that you also have full control over
@@izzak6189 Not really, totaly different type of control even with layer is harder to rework this later than do a quick changes in designer
@@izzak6189 No, photoshop would require repainting or adjust the painted parts of anything you want to change. In substance you could change a few settings and it could be entirely different. Photoshop isn't made for non destructive texture creation like Substance is.
As an example if you want to make a different shaped leaf in Photoshop you'd have to redo the texture details. In substance if your vein and texture details are influenced by the leaf shape then changing the leaf shape would also change the veins without distortion. If a substance material is setup well then changing one detail can adjust all the other details too.
ХпаŃĐžĐ±ĐŸ!
amazing episode...i would love to know how she did the ground material blending...from the environment course i already got the idea that this might be possible with rough edged terrain brushes but i couldnt realize it in unity yet...
Any tips on how i get natural rough transitions in the ground textures like she has?
Sounds like I need to release a Unity course đ
You simply use the Terrain object in Unity. It has a feature for painting textures directly on the terrain and these automatically blend depending on brush size/hardness.
HeightBlend will give you a good result, Don't know in Unity, but in UE.
@@gtanerd1999 yeah in unity its a bit lackluster. Unreal gives much more options options to customize terrain. Im quite experienced in unity but tech art is quite the chore
In unity you need to adjust terrain shaders to get decent blending.
Im really not talking about how to paint textures. But dynamically getting proper edge blends
I Think a good example would be fenyx risings texture transitions
@@gtanerd1999 i agree heightblending seems the way to go. But i Think i will need to write a custom shader. Unitys hdrp layered lit gives not so nice results and works better for realistic scenarios.
Problem is unity doesnt have virtual textures
Thank you so much for this video!!!
Looks great! Would also be nice to see how you created the textures.
Literally a third of the video(7:08 to 25:47) is a really detailed explanation of how she did it đ€Ł
*me watching after never touching blender or unreal engine once in my life*
Neither have I lmao
Amazing content as always! Thanks Stylized Station and Kathia! :D
i just need to see 2 sec of this video to know, this will be of huge value
I made my very first speed modeling video. I modeled PokĂ©mon Trainer Red in Blender and Substance Painter. But I wish I had watched this tutorial before I made the grass and flowers. đ€Ł
I don't even do any 3D design but this is pretty interesting to watch
Anytime I hear this music all I can think of is a Zullie The Witch video lol
Cool video thx for it
I like that Iâm watching this, even though my game concept is a 2D game.
But if I become a Game Developer, this will definitely help!
Kathia is great
Thanks but what is vertex paint pls explain will be very usefull. thanks so much again
THIS IS 10/10 content
Missread the tittle and thought this was a guide on getting into foraging lol, but learning about this is cool too
are you planning on ever uploading a video/course on how to make a water shader and making lakes or rivers on unreal? I believe everyone would appreciate that (specially me lol).
Yeah I've had it requested a few times this month so its in the pipeline! I just need to find an artist who is interested.
@@StylizedStation oh that's fantastic news!! looking forward to it :)
Too bad the actual coloring part was like "Yeah I colored it like..BOOM colored"
This tutorial was GOD-Tier, untill she stopped explaining (the Jimmy technique, the Tile sampler etc)
Im trying so hard RN to get the fern correctly, and just cant seem to manage ._. For Me the Tile sampler cuts off my leafs,
The rotation doesnt seem as good etc etc
Shame it had to end so abruptly
What an insane workflow to get the plant textures. Why not hand paint them at this point?
Awesome
Went to buy your course, bummed it's Unreal only :( Would love to see something like that for Unity!
It's work same for Unity ;). The only difference it's Unity doesn't have Runtime Virtual Texture for Color and height information but you can still achieve same effect :).
is there a good guide or tutorial on how to do the Maya part in Blender?
Canât wait to put it in Unreal enjayn
instascribed after the pitch
I'm like!
Sick!
I really wanna make some cool grass and foliage for my Godot game, I wonder if the blender file will transfer to Godot fine đ€
tNice tutorials actually was, and I'm just starting myself, I have no idea what I'm doing but I have a ton of ideas in my head. Ti to figure tNice tutorials out
Greetings! Iâve been trying to follow along with this breakdown best I can, and whether itâs my relative inexperience with Substance Designer, Iâve been getting stuck in a few places or struggling to achieve an analogous result.
Would it be possible to purchase the Substance project file and be able to dissect and explore it for non-commercial purposes?
The official substance 3D channel has an INCREDIBLE tutorial series called "Substance Academy Series: Getting Started with Substance Designer" that has you make a material from scratch and explains how to maneuver the software along the way it's for the most basic beginners. I get that your comment is a year old and you might be already past the point of needing that help but I just thought I'd share anyway just in case. Happy trails!đ
@@magma7155 Very much appreciate the recommendation, thank you. ^^
how could you have a opacity mask for the leaves, or how did you remove the background of the leaves
anyone reading tNice tutorials, taking care of your ntal health should always be your first priority in any case. your happiness matters before
Amazing. Totaly learnt so much. I will defintly buy ur course just make it cheap like 30 dollar. Srsly a poor guy here.
We really need to know how to do this same method in Blender
what do you do this on?
ì ëȘšëìČìŽ ìëëŒ ì§ì ë§ëì ê±°ììŽ
time 0:21. The ball rolls on the grass, this is part of which tutorial?
I think you can do that with render targets, you can paint a mask where the ball goes and displace the grass with that mask
Just how on earth do you create this type of Water... there are no videos about it
does anyone know how the author was able to set up the maya viewport in such a wonderful way? 33:43 Just so you understand: I stopped studying Maya only because of its terrible viewport and switched to blender, because blender is better. Tell me, how can I make the same beautiful picture in the viewport in Maya?
add real time lights to the scene and turn them on (7 key), activate shadows in viewport. Turn off shadows on everything but the key directional light (under light settings "use ray trace shadows". There is a whole bunch of viewport options just over the viewport interface. Turn on Ambient Occlusion. Add a plane to catch shadows. Enable hardware texturing. Under renderer, -> viewport 2.0 go to the options. Change transparency algorithim from object sorting to depth peeling. Turn on Anti Aliasing. Dock and undock windows/menus to make a nicer layer out if you wish.
What was the source she uses for references? I couldn't understand what was said.
google? maybe you heard her referring to the tool she's using to gather her reference, its called PureRef. I didn't understand her, but i know the tool ;)
@@postmodernerkindergartner960 thank you! I'm not familiar with PureRef, gonna look it up!
Awesome work bro
Hey, just putting out some advice, but can we have the name of the software the speaker is in or talking about in text on the video?
Sorry, but being completely honest I couldnât understand the speaker at times and unfortunately it was during some of the most crucial times, like when the software used was mentioned. I even tried putting the Closed Captioning on to see if it picked it up but I donât think it did.
Definitely looks beautiful though and I appreciate the video!
she is using PureRef
Can you help me with a small help I am trying to make a sword from overdox it's fantasy and also like a little hard of its basic shapes as you said in your sword vid please help me
The only reason i don't do environment art its because i don't like nodes :/
I still havent been convinced to get substance designer :( most things i see in designer seem much less complicated to sketch up in PS. Idk maybe its just something about it im not seeing. Just when i see final results for most images in it i think that coulda been sketched in 10 min lol
Designer gives you a lot of control over your textures whicht PS doesn't. Let's say you want to change the shape of the leaf. As the creator explained: Without Designer you'd need to change the lowpoly, bake again, repaint the textures, etc... With Designer it's changing one parameter within one node, and every other detail follows this change cause the nodes all follow a kind of hierarchy. After setting up a Material Designer can do basically everything for you in a matter of seconds. It's a pain in the ass to get into, but once you get the gist it can save you a shit ton of time, especially for procedural and tiling textures.
lol theres already bots in the comments
Report them for spam so that CZcams can automatically take care of it later
MY GOOD is not just less complex to draw it?
My folliage looks really good in cycles, but in real time engynes like unity, unreal and Eevee they look so nada and washed
That's because cycles is a render engine and giving you shadows and highlights. You have to bake out all the diffuse, normal, ambient occulsion, roughness, and so on maps to import into unity. If you want a close look to unity keep it in eevee, don't turn on ambient occlusion/bloom/screen space reflections. Keep it in Solid viewport shading, in shading options have lighting flat and color as texture.
dedaunan
the worse the mic, the better the content
Why does it look like genshin impact
i was searching for the ,,genshin'' keyword
These videos lack a lot of content for beginners....it's as if they are only made to promote their products...There, I've said it. There are tons of free and better contents out there.
Lol. Not every single tutorial has to start from the very scratch, this covers some specific techniques. You can go watch other tutorials and then come back here...
@@mattia362 Thanks for your input, but I didn't find it useful. All their tutorials are like this, they aren't tutorials they are sneak peaks into their content, this has no value here.
@@mhd112211 So, Im starting to use Substance Designer and I can say, this is not a beginner tutorial (is not even a tutorial, is a breakdown of a process they use), there is a lot of elements that are not talked about during the whole process, that much is true, but its also a bit unfair to consider it only "promote my paid content" since they have taken the full time to explain the whole process step by step and explaining not only that but also the reasoning behind each choice. That for me, is the most important part of this video, you get to understand why choose certain elements in certain order to achieve the result, even if you dont understand everything at the start, you can properly follow this same techinque and replicate it for everything else you want to do and be free to add your own changed to achieve an even better result.
And a lot of their videos do this, they explain the reasoning behind and guide you to each step, but they dont tell you to stop there and copy/paste it, instead to tell you that you can achieve similar results following the techinque but that you have to learn by yourself how to improve or change it to achieve whatever it is that you want.
@@JambelBandel youre somewhat wrong.
Yeah you need some knowledge, its not the most basic tutorial ever. But if you are SLIGHTLY comfortable with Substance Designer, you can follow along.
Though near the end it all felt rushed, starting with the Jimmy Malachier Technique (wich you cant find anywhere)
But up untill that point, you can follow along pretty well.
Thought this was genshin lol