Wingfox Paid Course Tutorial - Learn How to Create Realistic Foliage for Games

Опубликовано: 14 Март 2026
на канале: Reachsey - Game Studio
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Wingfox Paid Course Tutorial - Learn How to Create Realistic Foliage for Games

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Hi, this is a paid course tutorial I produced which focused on creating realistic plants for games.
Realistic Foliage Creating for Game
Learn on👉https://www.wingfox.com/c/8943_2670_2...
Core Knowledge Points
1.Creation of Textures and Materials
2. Modeling Plants One by One
3. Finishing The Foliage Creation
4. Creating Normal Scenes & Final Conclusion
Software: #Photoshop 2017 or higher, #Blender 2.93 or higher, #Unity 2020.3.37f1 LTS
#gameart #Gamedesign #3dcg #3dmodeling #unity #vegetation_engine #Boxophobic

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Vegetation Engine asset: https://assetstore.unity.com/packages...

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Hello, thank you for visiting! I would like you to check my artstation here first: https://www.artstation.com/artwork/aG...

The first task of the tutorial will be to teach you how create a base color map, normal map, and mask map. Sorry for the confusion. No, "0:45" that part taught you how to create a normal map from scratch. It's to sculpt high poly mesh, then bake as normal map. It's a bit complex around there, but once you get to finish the first texture maps. You'll be able to easily understand the process for other plants better. I understand the confusion. In fact, you must be thinking I just generate height map out of the photo. And then simply use it for the whole plant body or something...if that's what you're wondering, then congratulation "no". To give you an idea of optimized plants for games, small vegetation such in this tutorial should not be more than 4,000 or 5,000 tris or even 3,000 or 2,000 tris for mere small plants. Because we want our game to run smooth as much as possible like you've seen in many AAA games that have good performance. Red Dead Redemption 2 or Far Cry 6 or something...So, we want to try to reduce the poly counts as much as possible. We'll also create LODs as well.

Please, don't be confused! What we're about learn in the tutorial is to create something like this: https://assetstore.unity.com/packages... or this https://assetstore.unity.com/packages... ... The only thing I don't cover in this whole tutorial is that I didn't cover the tree topic. Because tree or forest in general is more advanced topic. I'll probably create another course for tree creation alone if you're interested.

And Atlas creation chapter, you'll be shown how foliage atlas can be used to reduce draw calls in games to improve performance. Since depending on platforms you're targeting, it's one of the wisest methods to help your game run smooth with more fps. Because we don't have to use too many textures and materials for different foliage. If we're going to reduce draw calls, we're talking about making the engine render fewer objects at once with fewer materials. I hope you get the idea from this by not even watching the chapter yet. See this example:   / 3  

And for mask map, I will teach you how to mask subsurface scattering and shininess of the foliage, like where the surface should shine more or less. "Subsurface scattering control" will act like Ambient Occlusion in that case.

No MegaScan or Quixel involved, textures...everything will be created by ourselves from scratch without using any form of site platform, which is not our creation from scratch. You can, in fact, use your own camera to create your own foliage textures. You may want to watch this if you have some spare time:    • How to Create Textures From Scratch!   ... But I did provide the textures once you purchased the course, just for convenience. Hey, it's better to follow the rule first before you can break it.

I will even teach you how to create a level art or normal scene after we created our plants asset. It's not part of the foliage creation, but I did it for free for the Wingfox platform. So, if you decided to purchase the tutorial, let me thank you. Thank you!

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※Twitter
  / gamereachsey  

※Artstation
https://www.artstation.com/nagkorreac...

※Email
[email protected]

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