Agriula’s Farm

I had a lot of fun creating this environment. I was really enjoying how the color turned out at the end. The foliage were so colorful that lighting the whole scene were much simpler. I used directional light and played with mie anisotropic value to achieved the overcast mood. After adjusting the directional light, I then adjusted the value of the exponential height fog and dust values to give depth for the scene.

I created foliage assets with SpeedTree and use Megascan for atlases. Tree, leaves, branches and trunk are created by me. Fallen leaves are from the initial leaves from the tree and I distribute them in SpeedTree and export its texture and mesh. Other assets were recycled from another project. I create a simple animated moving fog for that extra ambient mood in the background. Rocks and stones were similarly textured in the same way as the desert project with the use world align.


Models: Maya, SpeedTree and ZBrush
Textures: Substance Painter, Substance Designer and Unreal Engine Materials
Foliage Textures/Atlas: Megascan
Unreal Engine: Volumetric Fog and Real-Time Virtual Textures
Rendered in Unreal Engine 5.3

Foliage Atlases were provided by Quixel Megascans


Breakdowns

Asset Breakdown | Vehicle

Modeled in Maya and textured in Substance Painter. I took the reference model from AGCO, a real life existing agricultural tractor.

Asset Breakdown | Foliage and Ground Asset

Some of the foliage were reuse from another project such as the bush, shrubs, rocks and ground patch. Additionally, I changed the foliage assets created in SpeedTree from moonlight altar project and tint the color of the leaves. I created these trees with the use of clusters for leaves to reduce the polygon count. Ground assets were recycled from desert project. Showcase materials for stones and rocks are sand gravel ground with tinted colors.

Asset Breakdown | Stone Material

I created a Substance Designer cliff material and uses it’s normal with 2 different variations. One normal and one micro normal. Normal map will enhances any missing details that I could not sculpt and micro normal to enhance the noisy rock surface.

Asset Breakdown | Surface Materials

I repeatedly use the dirt ground texture in landscape material with different tiling value and further edit the color tint to hide the repeated texture. Additionally, I applied pebbles material with RVT to blend them in with rock assets. I recycled the sand gravel ground from desert project and changed the tint and saturation of the initial texture within Unreal to match the dirt texture.

Assets Breakdown | Real-Time Virtual Texture

I use RVT to blend rocks and stones asset to the ground for seamless transition. Scattering small rocks and leaves further enhance the blending capacity between the assets. I also use world align to texture the rock if I have to scale them bigger than the rest of the assets by doing so I am able to keep the texture density. Here, I showcase that I am able to adjust the tiling of the texture as well as being able to control how intense my normals would be and with the use of RVT in conjunction with world align I can control how much of the ground shader would spill onto my asset, how sharp and the amount of falloff I want.