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Can someone explain to me the best way to make grass for ue4 in blender? I know that making intersecting planes with textures are better than making individual blades but I don't know how to do it properly. I can create one with planes in blender but I have trouble applying the texture when imported into ue4. All of the videos I've found are using cinema 4d or 3d max or made by an amature. If anyone can find one for blender that is good post the link. I want to create grass like in Zelda botw if that matters. Also is buying assets or speed tree better?
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>>608199
Making one type of grass is the same as making any other type of grass.
Doesn't matter if it's BotW or if it's some shit straight out of the UE5 demo projects.

Scan grass. You want a variety. Try for at least 10. Filter into the appropriate texture maps. Blast it all over the terrain. Make sure to randomize orientation and size. For bonus points, blend grass with other plants such as dead grass as in the OP image.

The tradeoff you need to make is the ratio of blades of grass you have per plane.

Obviously the lower the ratio, the more detailed your shit can potentially be, but you would be killing your GPU on the number of draw calls.

In my opinion, the real art is in the grass texture.
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>>608202
PS. draw calls is the reason you only ever see knee-high grass in any game ever.
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>>608203
What if its a low quality texture on a single faced plane with alpha channel? Can it be shoulder high?
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>>608206
>tall grass
>single faced plane
a choice you will surely regret. You'll want to segment the grass so that it can move out of the way of objects. Most production grass is also not completely planar. By introducing slight dimensionality to your grass, the camera can point at the grass at angles closer to perpendicular without needing to be denser.

What I meant is that you will never find -short- grass.
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Not really related to the OP, but I'll use this thread to post:

https://80.lv/articles/shadow-of-the-colossus-remaking-the-legend/

The part about the vegetation:
>they mostly used scans from a library

I wonder what is it that is so challenging for the vegetation artist if he doesn't sculpt his foliage from scratch? I thought (and this is also true from my experience) that the challenge lies exactly in that - carefully sculpting and painting everything by hand. After that, you just need to set up a texture on your planes. You DO have to know some thing about how to optimize it and position those planes, but compared to the rest, it is trivial. I can't help but laugh when I watch a tutorial about creating foliage, where the guy literally just adds some planes, distorts them a bit and puts a premade texture on top of them. Even a monkey could do that. The funny part is that CG Cookie has a full (paid!) course about it.

Even this guy said it >>608202, the real art and skill is in the grass texture IMO.

So I wonder why she considered her job hard.




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