Vegetation
Plants/Vegetation is a common type of prop asset used in environment art, set dressing and level design.
Types of Vegetation
In nature plants evolved to grow in different forms to fill gaps (niche) in their local environment (habitat). In a forest for example a vine grows up a tree to reach light that is less available on the ground.
Vegetation Types:
- Canopy (Largest trees)
- Mid story (Small trees, large shrubs)
- Understory (shrubs)
- Ground cover (Vines, grasses, herbs)
See Stratification
Biomes
Some general Biome/habitat types include:
- Forest
- Rainforest/Jungle
- Grassland
- Wetland/Swamp
- Alpine
- Desert
There are countless types of habitats which are determined by biogeographic factors.
Habitats transition into eachother creating an intermediate zone comprising a mix of species from each habitat (ecotone). A species can occur across multiple habitats with each population having separate adaptations suited for their local environment (ecotype).
Modelling Techniques
Env Artists use a combination of geometry and textured 2d planes to hopefully create a believable presentation of a the plant they are aiming to create.
- Geometry / Mesh
- Comprises the thick section of a plant such as the trunk and large branches.
- Alpha Cards / Warpboards
- Double sided textured "non-manifold" mesh with alpha mask (Combined leaf and twig segments, and large leaves with curved / undulating leaf margins, ie. Aroids).
- Billboards / Imposter Cards
- A double sided 2D textured plane with alpha mask (similar to Sprite Cards in Particles). Planes can be fixed or camera facing (with particle system). Fixed planes are incrementally rotated (2 = 90°, 4 = 45°, etc.) around Z Axis. (Grass, herbs).
- Billboard Clouds
- A non symmetrical technique of "billboarding" that maximizes viewable angles while aiming to minimize the amount of billboards (Leaf clusters, bushes, etc.).
- Shell Texturing
- A technique of layering billboards above one another to create the appearance of noisy repetitive 3d geometry (such as short grass) over large areas.
Materials
Textures
- alpha testing
- [Todo]
- Leaf Atlas
- A technique of UV mapping where variations of twig and leaf sections are evenly spaced in a grid used for quick adjustments to UV Maps. It is important to have enough spacing to avoid unwanted overlap with neighboring tiles when reducing geometry for LODs.
- Other common types of atlas include: texture, hair, sprite & particle.
Animation
- Wind
- [Todo]
LODs
Common Issues
Performance
- Todo: Overdraw
Lighting
- Todo: Transfer vertex normals
Resources
How game developers create foliage - General overview.
Foliage Art: an interesting specialty within Environment Art - More detailed overview.
Mastering Foliage Art for Games: Pipeline Breakdown with Live Demos - Detailed workflow for creating vegetation, uses some paid software but concepts can be relevant to other programs.
- At the end of the video they recommend:
Tree_It- Tree Generator. Free version on dev's website, has a couple missing features to the steam version.
- Plant Factory
- Tree generator made freeware as of 2024 (
Note:: Website in firefox is bugged).
- At the end of the video they recommend: