Saturday, 20 August 2016

Foliage Testing

With my props made and things starting to take shape, I've began to head over to UE4 and start prepping to put my final forest scene together. 

Part of this process is figuring out where and how to place my flower props. 

Lucky for me, I was given some extra inspiration recently from No Man's Sky, a game that there's a good chance you're already aware of! Just in case you aren't, here are some screenshots of what it is:





No Man's Sky is made up of billions of unique planets - each with their own eco system and various plant combinations. 

I find huge inspiration in how vast these plants are - you can walk around within them across a whole planet, and the way in which they are implemented makes it a joy rather than a bother. 

The main issue I had with my previous version of the forest was how bare it felt. Sure, it had trees and some plants, but I really felt as though it was missing something - it really needed more life.

With the added inspiration from No Man's Sky I feel that I'll be able to populate the forest in a much more effective way, and so will need to create various types of grass to go with the plants I have created. It's a little extra work, but it'll be worthwhile!

Now back onto the tests that I mentioned earlier. Here are some images of the foliage tests I have conducted so far:



As you can see from the top image, it was originally waaaay too populated. It's great to have plants everywhere to create a denser forest, but you don't want a player to feel as though they're drowning in them.

The second image shows a much less dense population of plants. There are still a lot of them, but it feels a little more realistic and (in my opinion) allows you to breathe a little more.

I have to consider that trees and bushes will be added in alongside these, plus various creatures and other grass foliage, so it's important to not get too carried away and allow it to get too crowded. Once I have created the extra grass assets my next step will be to add the remainder of my props to the scene, and it's then that I'll be able to (hopefully!) figure out the correct balance. :)

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