Games nowadays (last 5-6 years) use speedtree, a program used to generate, tweak, and export realistic tree and foliage models into programs. Almost every single game uses speedtree.
I use it for building beautiful archviz environments like:
I am building an environment using cherry blossoms, so I need some cherry blossom trees right? along with some lightly colored grass, flowery bushes, 2-3 different sizes of cherry blossom trees and about 5-6 variants of each!
some examples that I made pretty quickly, gonna remake them to not look really.. meh.
Flowers too bright without AO, but with AO is fine, also these trees have automatic wind calculation in UE4, so every single leave and branch bends/moves with the wind you can set with values and tweak real time! amazing!
Slightly taller, interesting gnarled branch, is good for first person viewing, canopy looks nice from far away.
Another tree, i like this trunk the best, these are generated randomly at a click of a button. I can also finely tune each branch/leaf if I wanted to. Note: SpeedTree can also let you DRAW things, much like you would in 2D. And each one of these trees has proper LOD fit for insertion into games.
Pretty cool, if you have any desire to learn how to do this, takes about a day to understand then creating a tree is like 30 minutes-hour and about 2 hours for a full set of trees.
If you wanna see the finished UE4 environment, I can show it when I'm done, I still need to build the terrain and get a professional looking tree instead of these! Enjoy your day!
So I tried remaking a tree and did it better, the result:
The bottom right picture is a cherry blossom in early Feb, before they get their full color and fill out the whole tree. This picture was the main reference for the actual look of the tree while the others were the reference for the way the tree's branches worked.
It's done in a way that I can easily replicate many times to get a tree I like, once I have about 10 different trees, I need to build the terrain in mudbox then import the heightmap into ue4, get color with photoshop, and then build out the rocks I need (along with pathway rocks and bushes and grasses and cliff sides) then put it all into the engine and polish it up with post processing and lighting and some other cool stuff.
was wondering, what kind of music would go best with a bright drizzling cherry blossom garden outside a large modern style home?
I like the 2nd one a lot, the first one is too fast and doesn't focus properly for use in background.
Generally, for picking music, you want to convey a speed that reflects the calmness of the environment.
For a rainy slow feeling (bright isn't a word for conveying speed) needs a slow but relaxing speed.
for descriptions such as BRIGHT or DARK you want to change the instrument or the tone of the music, but speed is usually just as important as the tone.
The music you posted has the correct tone but is too fast, so this would best be used if you were unveiling a beautifully huge environment with lots of wind and movement and excitement in the colors and nature.
For this, I want to convey calmness and the building's submission into the nature and beauty of spring.
Not like being a douche or anything, just describing what music I'm looking for, I really like that music too, just is not quite what I'm looking for in terms of those exact songs.
This is a good tone and speed, perhaps slowed a tiny bit, but I don't like the instruments nor is this the proper environment as this music is traditional and old style while the building will be modern and neutral to color, surrounded by the colors of spring. The focus of the environment is the building, and inside the building the windows will be filled with color of the cherry blossoms, adding a nice effect to the overall feel of the interior. Since the focus is neutral:
Goals of Music: -Focus your feeling to the main focus of the environment without drawing huge attention to the focus itself. merely setting the mood for it. -Enhance the impact visuals give -Cue feelings to the user as to direct a response without the use of visual helpers (they clutter, look unusual, or are impractical sometimes)
Since this scene will contain rain, and rain is usually associated with calmness, submission, or sometimes despair; I need a violin It will also contain bright colors and neutral architecture, so I need an instrument that reflects sharp sounds with neutrality; piano I want there to be as little impact as possible in audio, I want the user to feel calm, not in danger or conflicted; no drums/bassy sounds.
This is the basic basic basic idea of how music is chosen in games and environments and it seems to work!
thanks for the suggestions, will save those if I make something bigger and more exciting! - ||||||||||