Creating foliage for video games
Karppinen, Aleksi (2023)
Karppinen, Aleksi
2023
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023103128284
https://urn.fi/URN:NBN:fi:amk-2023103128284
Tiivistelmä
The objective of this thesis was to focus on different ways of creating foliage for video games using Blender as the modeling tool and Unreal Engine 5 as the game engine. Additionally, the thesis covers the material creation process for Blender and Unreal Engine, since it is a big part of foliage creation.
The methods used in this thesis range from basic alpha-plane foliage creation to more advanced approaches, such as Nanite. Nanite is a feature in Unreal Engine that enables the creation of highly detailed foliage with reduced resource consumption compared to fully modeled foliage. Using well-optimized and resource efficient techniques is crucial in situations where games need to deliver smooth performance even on lower-end devices.
This thesis shows examples for the creation process of grass, flowers, and tree leaves, with suggestions on how to improve them efficiently without increasing polygon counts significantly. Moreover, it includes visual references from Fortnite by Epic Games, developed in Unreal Engine, with a detailed breakdown of possible foliage creation techniques used.
While there may not be a definitive best approach, this thesis provides a deeper insight into the possibilities available. Comparing the polygon counts of these techniques provides a clearer direction for deciding how to approach foliage creation.
The methods used in this thesis range from basic alpha-plane foliage creation to more advanced approaches, such as Nanite. Nanite is a feature in Unreal Engine that enables the creation of highly detailed foliage with reduced resource consumption compared to fully modeled foliage. Using well-optimized and resource efficient techniques is crucial in situations where games need to deliver smooth performance even on lower-end devices.
This thesis shows examples for the creation process of grass, flowers, and tree leaves, with suggestions on how to improve them efficiently without increasing polygon counts significantly. Moreover, it includes visual references from Fortnite by Epic Games, developed in Unreal Engine, with a detailed breakdown of possible foliage creation techniques used.
While there may not be a definitive best approach, this thesis provides a deeper insight into the possibilities available. Comparing the polygon counts of these techniques provides a clearer direction for deciding how to approach foliage creation.
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