Hmmm, i'm assuming that you're talking about the base of the plant moving as much as the top? If so, not really unless you wanted to make your own custom shader to control only the top vertices in the mesh. Right now, inside of the foliage shader, it's a super basic grass wind node that comes with the base version of Unreal... Let me know if you find a solution for this :)
Hi Lincoln, Thanks for this. I found it incredibly informative. Could I ask you a question about your wind + plant movement? Is there any way to stop it looking like the plants are rooted in moving water. I find it horribly distracting and pulls me out of my suspension of disbelief. Cheers, Tudor
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Tom Deerberg is the lead environment artist at Crytek. He started to work in videogame art in 2002. His first jobs were pretty small: he was an intern at Jobs Anymotion, Rotobee and IULSoftware. He also studied at GamesAcademy. After that he went to Crytek, where he worked on Crysis, Crysis 3, Ryse: Son of Rome, Warface. At his Artstation page you can check out some of his works in Cryengine.
Making environments for games is a collective effort, so some of his scenes also feature works of his colleagues (like Ronny Muehle, Patrick Gladys, Luke Adwik). His works are very interesting to study, because Tom doesn’t just create pretty images. he builds scenes which will most likely run in big-budget fast FPS-games. He creates the right textures, works with lowpoly models and that integrates all those assets into the scene.
Plants are Tom’s big passion. He spends lots of time building believable and interesting vegetation, that works great in games. He has a lot of personal projects, which feature some wonderful landscapes with trees, grass and beautiful sunny lighting.
During his production he uses a lot of Photoshop, 3DS Max, Photoscan, XNormal.