Duration 2h 36m Project Files Included MP4
Title: The Gnomon Workshop – Creating A Swamp Scene For Games With Speedtree & Photogrammetry
Info:
Join Adrien Paguet-Brunella, Senior Environment Artist, as he takes you on a comprehensive journey through the complete process of creating assets for a game environment biome collection. In this step-by-step workshop, you’ll gain valuable insights into using SpeedTree, Blender, and Photogrammetry techniques to bring your natural environments to life.
Designed for intermediate-to-advanced artists with prior knowledge of SpeedTree, Blender, and Unreal Engine, this workshop provides a complete overview of asset creation. Using photogrammetry and photometric stereo captures, Adrien dives into meticulously creating high-resolution leaves, branches, and flowers, ensuring every detail is carefully crafted.
Adrien demonstrates how to create a hero tree, which serves as a blueprint for creating variations of trees. You’ll also learn how to process scanned grounds and rocks and how to transform them into tileable landscape materials, along with some general photogrammetry tips.
In addition to asset creation, Adrien shares valuable AAA production tips for building collections for natural environments. To conclude the workshop, he demonstrates how to seamlessly weave together all the assets created, resulting in an immersive and realistic scene plus dioramas.
Project files available with this workshop include SpeedTree files for the hero tree, the tree variations, 3 bark texture sets, and photogrammetry data for the hero trunk and ground.
SOFTWARE USED
Speed Tree, Unreal, Blender
00. Preview
01. Introduction
02. References
03. Leaves
04. Trunk
05. High Resolution
06. Low-Resolution Clusters
07. Hero Tree & Tree Variations
08. Addons to the Collection
09. In-Engine Scene & Dioramas
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