I’m willing to throw in a large substitute tree for now. I saw one for sale at the Epic Market Place for almost $300. No thanks.
Can't make money without spending it first, broseph. BUY THAT TREE!
I’m willing to throw in a large substitute tree for now. I saw one for sale at the Epic Market Place for almost $300. No thanks.
Hmm, $27 on sale. This is in Blender, I have no clue how hard it would be to bring into UE and to add animation to it or if the blender textures work coming straight into UE. Thoughts?
Oak summer 5 tree 3D model - TurboSquid 1378925
Royalty free 3D model Oak Summer 5 for download as max, obj, c4d, fbx, and blend on TurboSquid: 3D models for games, architecture, videos. (1378925)www.turbosquid.com
Oak summer 5 tree 3D model - TurboSquid 1378925
Royalty free 3D model Oak Summer 5 for download as max, obj, c4d, fbx, and blend on TurboSquid: 3D models for games, architecture, videos. (1378925)www.turbosquid.com
This looks pretty good. It's more expensive, but you also get a lot more trees.
Trees: Oak Forest - Vol. 1 (Extreme Realistic Wind) in Environments - UE Marketplace
A big variety of realistic oak trees with dynamic wind systemwww.unrealengine.com
I have noticed trees are categorized as woods and field. The field trees are the big impressive trees with large low hanging branches. This is my target. This tree pack looks interesting though.
Think how much I spend buying tanks in World of Tanks, $125 is not that outrageous. However I predict I’ll be looking into blender tree design, but this seems to be like a large edition to the work load. I may buy a tree for now.That pack does include a couple of the larger field trees. Look at one of the last images on that link, it shows every item in the pack.
...though for $125, it might be best to look elsewhere. it's a great pack, but rather expensive for a hobbyist project. But then again, think about how much model railroad people spend.
Think how much I spend buying tanks in World of Tanks, $125 is not that outrageous.
I have a material that seems to handle the tiling issue well enough, but then I seeing in the default materials that either Epic or Megascans are putting out for surfaces includes variable randomization nodes based on what equates to noise textures to mitigate tiling. And in the current texture I’m following, the author is blending textures with noise to reduce the tiling appearance
I always appreciate your advice. What you see is far from anything finished. Right now it’s just slapped down to provide a starting point.Nice!
The only thing I’d suggest is that you desaturate and maybe lighten your dirt texture a bit. Earth is usually (though not always) that bold only when it’s wet.
Edit: though to be fair, this might be more about me pushing my personal taste of things, rather than giving any advice. You do what you like here.
I always appreciate your advice. What you see is far from anything finished. Right now it’s just slapped down to provide a starting point.
This is from Silicon Valley/Hollywood/Graphics Central while I'm up in the backwoods hollar trying to figure out how to draw a tree- a trunk, some sticks and scatter some leaves all over it..Thought the people in this thread would appreciate this, a friend-of-a-friend's work ...
Your advice would be appreaciated!
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