If you go for Unity and Biomes, as you wrote in your article, please do support Vegetation Studio Pro. Your work is awesome, can't wait to see it on the store.
Great breakdown of the process and optimization, thanks for sharing.
This article just not only provides great tools for level design. It's also useful vocabulary to express ideas with our team. https://xbeasts.blogspot.com/2018/12/Remove-Wall-Decals.html
Ewelina Lekka has recently joined the Quixel team to talk about her Dream Garden Shed. The artist discussed finding inspiration, modeling, creating vegetation and achieving new levels of photorealism with the help of Megascans.
Here is a short piece of the article to get you interested:
Modeling and Vegetation
The most important part of this project was the environment, specifically the greenery and landscaping. To create the landscape, I used a simple Plane, converted it to Editable Poly, added a “Populate Terrain” script, some Noise, Smoothness, and UVW Mapping. I also added some “Push/Pull” effect to make the terrain more irregular, like in the real world.
To create the greenery in the environment (grass, bushes, trees, and plants), I used the iToo Forest Pack plugin, while most of the vegetation on the ground such as pebbles, old bark, and small wood debris are all 3D assets from the Megascans library.
When exporting Megascans assets to 3ds Max, I used Megascans Bridge — a very useful application which allows exporting your 3D models, plants, and surfaces with shaders ready for specific render engines. It’s a huge time-saver!
I used displacement effects with all 3D scan models, surfaces, and atlases from the Megascans library. Below are the ones I used for this project:
The Megascans library also has 3D bricks! This is a 3D asset I have long been looking for. They are also 3D scanned models from Quixel. They elevated one of my close-up renders (below) to a whole new level!
Make sure to read the full article here.