It's been magic for me how vegetation for games like Horizon Zero Dawn,for instance, is created. The environment art in games has always captured my imagination but I was afraid of creating anything like that for the fear of messing it up. But we all have to start somewhere. So, I ended up learning from video tutorials by Tyler Smith and then implemented some tips in my own project.
The goals of this project were to learn SpeedTree and get a better understanding of how materials and light work inside Unreal Engine.
It all started with a single orchid flower which I sometimes could observe in the northern forests near my hometown. I used lots of photos references to figure out the way I should build it inside SpeedTree. After that I moved on to make a tree that would stand out using decals and forced meshes. The tree is my own concept but highly inspired by Neil Burnell's photography (it's a must-see). The beautiful moss material I used on the landscape, bark and stone is provided by Pete Mc Nally https://www.artstation.com/artwork/YaRKLX for free, that's a treasure! I also used some Fab assets like stones and grasses to populate the scene and save time.
Looking back on the work done I can notice lots of things that can be improved or done differently but I'm gonna leave those observations for further consideration in my future projects.
Unreal Engine 5.5
Global Lumen Illumination + volumetric fog
Unreal Engine 5.5
Global Lumen Illumination + volumetric fog
Customized orchid material imported from SpeedTree
For the bark I created a master material and a material instance to apply moss by vertex painting