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Grass, ground cover and brush


worldcrafter
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You can use Materials or Masks to project-sculpt that kind of detail onto the model, but you'd need some decent reference images to work with. I don't think it would be all that efficient trying to create a lot of ground brush and all, in 3D Coat. Maybe some of it, but that sort of thing is much better handled in an app like Vue Infinite or leave grass for your 3D app (grass plugin or hair).

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I wouldn't necessarily create this kind of asset with a sculpting program of any sort.  Not that it's not possible, but it's a task better left to particle engines.  Granted, it all depends on what you're looking to do.  That said, you can use the snake or spike tools in the voxel room, making sure to choose appropriate settings for the task.  However, if it's for a game engine, I would just do this in a traditional modeling program and use cards.  If it's for a turntable where you're character might be standing, etc., then you've got some work ahead of you, as you'll likely want it to look as detailed and high-res as your character.

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If you have a Mac and around $100 or so to spend, Cheetah3D is an excellent choice for a standard modeler that is extremely easy to learn and has a huge feature-set, albeit not as mature in some areas as others.  The render engine is one of the best I've seen.  Used in conjunction with 3D Coat, it's almost all one needs to get just about anything done, short of having a more mature animation tool.

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Cheetah 3d looks awesome - shame I don't have a mac ):

I will change the question

How would i go about making detailed 3d grass and ground cover that i might export as a model.

BtwIf i where to just paint some grass on to a Super low poly(15 tri) mesh, how would i make the grass texture in the first place.

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You can see in CryEngine, at the 5 min mark on this video, what foliage can look like in a game engine:

 

 

...but modeling/texturing can be an easy or difficult matter.

 

Using Maya, you might do this:

 

http://www.3dtotal.com/team/Tutorials/realistic_grass/realistic_01.php

 

Using Max, you might do this:

 

or this...  http://www.evermotion.org/tutorials/show/7958/creating-3d-grass

or this...  http://www.ronenbekerman.com/making-of-baltic-sea-house/

or this...  

or this...  

or this...  

or this...  

or this...  https://www.youtube.com/watch?v=riyOfKz9YoI

or this...  

or this...  https://www.youtube.com/watch?v=n_WRWoXHEOw

 

Using Blender, you might do this:

 

 

 

You can look at any or all of these and get the idea, but it also depends on your project.  If you're putting this into a game engine, you'll likely want to use cards, like they're using in many of these.  The program you're using might be different, but the concept is basically the same.  If you're putting this into a film, then you might want to take a more detailed and realistic approach (higher poly).

Edited by alvordr
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There actually is no need to venture beyond the confines of 3D-Coat to produce landscape elements of every kind - which can be assembled into a scene - even a world.

 

Beautiful skies, rolling countryside, mountains, hills,rocks and stones, rivers and valleys, trees, shrubs, grasses and flowers are all possible and quick to create - all within 3D-Coat.

 

These scenes can be rendered with spectacular lighting and depth of field - for near photographic results.  Stills and animated flythroughs from any point of origin within the scene can also be made.

 

Use these results for portfolio pieces or for prototypes of film and game environments and sets.

 

Without giving too much away, keep checking the following link for new installments in the video series:

 

 

The Making Of A World

 

 

First installment should be up by tomorrow.

 

 

 

Greg Smith

 

 

 

 

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