Some game ready foliages I made earlier, collected into UE4, utilising the landscape and foliage modes inside the engine.
SpeedTree was used for creating the Horse Chestnut tree, an atlas is created for the main leaf branches and spawned into the bigger branches using leaf mesh node. exported textures are channel packed in Substance Designer.
The Swiss Cheese plant leaf is manually modelled (high to low poly workflow). starting from Maya and Zbrush for High-poly, then maps baking and texturing in Substance Painter, The leaf then back to Maya for game-res cutouts. After finishing the leaf, it is duplicated and adjusted, stems added, to form the final plant look.
For the herb layer, a cutouts made in Maya for Megascans Atlas, then populated in UE4 using foliage mode. For the terrain, a basic Landscape material blend is created, using mainly the Layer Blend node. To create a path, Splines is used with a dedicated edit layer. Alpha brush is used for the background mountain.

final UE4 screenshot

herb layer cutouts, atlas and population

plant model, texture and vignette

landscape material

tree workflow

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