COLLAB2021 - If You Wanna Have Some Fun - NATURE FG

Collaborations

Fore- and middle-ground nature Assets:

B: FG Bushes **                                                G: Rocks *

C: FG Flowers *                                                H: Creek **

D: FG Tree A ***                                               I:  Ivy **

E: FG Tree B ***                                               J:  MG Trees ***

F: FG: Grass ***                                               K: MG Bushes ***

This is a safe place to ask your questions and,  if you are lucky, get answers.

Jokes allowed. Suggestions welcome.

blanchsb created a Discord channel; it is a join at will and use at your own risk situation.

These invites expire in 7 days. Should be enough time for all who wish to join. Other invites should be available afterwards if there are stragglers.


Invite to the Rules Channel: https://discord.gg/w2HJ76bR

Text Channel Invite Link: https://discord.gg/PEEKK44h

AV Channel Invite Link: https://discord.gg/HkUgUcnK


  • Daniel Molina(chepetusa) replied

    Hey everyone,  I'm joining your awesome team, hope to be of help, I'll be starting with the Ivy and hope to help more in the way. Do I have to post my wips in these thread or i have to make new one specific of what I'm working?

  • Matthew Ullrey(ullreym) replied

    Hi there yyukinoh1989 in object mode [shift] select all of the objects that need the desired material and then [shift] select the last one that has the material you want to be copied. Then [ctrl]+ L to bring up the "make links" menu and choose the "material" option. This will make all of the selected objects' materials match the active object's material.

    Cheers


  • Matthew Ullrey(ullreym) replied

    Hello chepetusa, you will want to create a new "Homework Submission" thread and name it "Collab2021 - WIP - chepetusa" and type a comment about what will be in this new thread. Then post your work there. I'm sure this thread will be fine for posts and opinions as well, but the WIP homework thread you make is the official place.

  • John Sanderson(procyonlotor) replied

    Hey guys! Hoping to join your team.  trying to sign up for the creek as soon as i can get the google permissions. Don't know that modeling is much of a factor for this asset so I messed around with shaders a bit and came up with this.  Please excuse the obvious seams.  Want it to be more painterly.  Trying to figure out the best way to go about that. Other troubleshooting involves screen space reflections, it will reflect the world but not other objects in the scene.  Did I miss a setting somewhere?  Also getting some kind of foam around intersecting objects.  As most of the intersections will be static I think we can get away with just hard-coding the foam once everything is placed. May not be perfect with a moving waterwheel though. Anyway, excited to be here (potentially) and would love to hear any suggestions/advice.

  • spikeyxxx replied

    Welcome rstich!

    As far as I know, GN is not(yet)  more performant than Particle Hair, but it does have a lot more control and (once) you get used to it is easier to work with.. And GN, in it's first stage is made for set dressing, so it makes sense to try it out.

    Yes definitely try them all! Maybe  combine different techniques...Think of something new...Go wild, like a 15 year old girl at a SG concert ;)

  • yukino hatake(yukinoh1989) replied

    ullreym thanks , still had to assign the white to the correct part but it took away a lot of extra work :)

  • Martin Dablander(hoidolario) replied

    llangleyjij Hi James. Glad that I am not alone with the rocks. Looks like we both models all stones. It's a good practice I think. I am struggling much in matching the shape with the template. Will start a second try today.  What is your approach in modeling them?  

  • rstich (rstich) replied


    First Batch of Grass in a Matter of Minutes.
    I need a little bit to figure out GN but if you allready know how to use them it takes more time to Model the Grass then to populate a Plane.

    If there is no Performance Improvement in favour of Particles i would go for the Nodes. 

    Combined with Image Planes and maybe even just Texture Painting in some low key Areas..... 

    I thought Grass would be harder but that gives me plenty of room to produce Super Deluxe Grass ^^

  • rstich (rstich) replied

    Just tried how far i can go until my System/Blender crashes.
    You cant use any of theHeavy Load Systems on its own thats for sure.

    Now the Fun Part begins.

  • Tobias Schmid(benkroft) replied

    spikeyxxx 

    I know its probabla a bit early for the shader and texturing phase. Do we have to use baked texturemaps or can we go with procedrual textures? I have a nice setup but it is not bakable, hope that will work too. 

    here is my WIP so far.

    Collab2021 - WIP - benkroft - CG Cookie

  • spikeyxxx replied

    Hi Tobias,

    I am not really sure, but I'd say that procedural textures can be used, as long as they are not too complicated (because Eevee isn't very smart and has problems with difficult, or large amounts of calculations (it's GPU based)). Your shader should be fine.

    However, I watched the ghibli tutorial today and it seems to me that that is heavy geometry, it looks great, but is it low poly?

    Keep an eye on your Vertex count, there are about 50 parts to be made (without the back and interior) and if one bush has for instance100.000 Vertices (I don't know how many you have), then that is actually quite a lot imho.

    Now with nature in general, it tends to be rather hard to keep the Vertex count low, so we must be clever here (I'm not sure how to tackle the (my) grass either...).

    Don't give up until you are convinced that you can't get a (significant) lower polycount ;)

    Luckily we still have a few days to go :)

  • James Langley(langleyjij) replied

    Thanks Spikey!

    hhoidolario After doing the modelling tut. I'm going to try sketching out a few then the same as you really, sculpt out the initial then retopo after.

  • John Sanderson(procyonlotor) replied

    spikeyxxx  I came across this video in my research and wanted to use a similar technique for the water shader. You can skip to 3:30 to see the technique.  My question is how to setup texture displacement in blender without necessitating that the textures share the same mapping data. Is that possible?  Here is my current setup.  You can see that I used a displacement node but the only place I know to input it is in the texture's vector input which is where I would normally put the mapping info.  This disables my ability to scale and animate the textures separately.  Is there a better setup you know about? 

  • spikeyxxx replied

    pprocyonlotor I didn't watch the whole video (although I looove that Nintendo style!), but I#d say: just use something like this:

    Don't use the Vector > Displacement Node!

    That is for displacing geometry.

    I haven't even tried your set-up, I am too scared to do something like that 😱

    And I probably wouldn't animate the rotation here, only location.

  • Tobias Schmid(benkroft) replied

    @ the bushes, grass, or tree makers:

    Just courious how u guys handle polycount and to share my experience. What is your polycount?

    Did some testing for vertex counts with different modeliing. Hard to achieve low poly wiht details (it looks ok but still high vertex count) . In this example all objects are converted to meshes, no instances, no particle systems. I think instances will save lot of geometry for a small performance drop, so this is my way to go i think.

    Probably alpha planes are another option.


  • yukino hatake(yukinoh1989) replied

    i think ill keep it with these flowers (exept maybe a waterlily may be made this weekend depending if it could be used) 

  • yukino hatake(yukinoh1989) replied

    i actually like that second one but damn that amount of vertex is high xD still its soooo good looking

  • yukino hatake(yukinoh1989) replied

    been playing around with those brushes following that tutorial and its sure handy :D

    been testing out the instance collection and still not crashing of course still too high poly but its fun how we learn certain ways to create someting :)

  • Cannon Raymond(stickdonkey) replied

    spikeyxxx  Do you want me to post my model updates here or do it in discord and in my own collab homework submission?

  • spikeyxxx replied

    I'd say, definitely post them in your own WIP thread (I check the Forum regularly and you'll need it for the Homework Submission anyway), but you can also post it in Discord or even here if you want....